When it comes to Warframe, the element of the game that keeps players coming back is the story. The gameplay is, obviously, refined to sheer perfection but the moments that stick out to players the most are the stories and cinematics. Grinding millions of Grineer down to a red paste is fun, but it gets lost in the swing of things compared to that moment in The Second Dream (I will never be able to get “This is What you are” out of my head) – and with TennoCon 2025, the slate is clean and ripe for the picking on what comes next for the story.

With all of that said, between the cinematics, gameplay and the beautiful environments that host them is a team of incredibly talented writers that bring it all to life with memorable lines in each story. Earlier in the year, we at Lords of Gaming had the honor and privilege to speak with Kat Kingsley, the Principal Writer who started working on the narrative team during Jade Shadows and had lent her expertise to Warframe: 1999 for the KIM messaging system and the Protoframe dialogue. This year, as we see the future of Warframe with TennoCon 2025, we were able to sit down with not only her again, but Adrian Bott, the lead writer on the game dating back to the Heart of Deimos quest, in an exclusive interview.
Below will be our video of the interview with just the chat that we had, please enjoy!
Exclusive Pre-TennoCon 2025 Interview with Adrian Bott and Kat Kingsley
One of the best revelations to me during the interview was learning about Adrian’s history before becoming the lead writer for Warframe. The game’s story is multi-faceted, dark, and, as they put it at times, weird. Learning that Adrian had writing skills dating all the way back to a Commodore 64 magazine, and even ghost writing for children’s books before finding himself at Digital Extremes, surprised me in the best way possible. Especially given recent events in the game’s story concerning Isleweaver, which I will admit, I did not know that was Neci in the Zariman during 1999’s story.
When speaking with Kat again, learning from her perspective how it feels bouncing between multiple story beats nd updates. My question concerning the time that they were afforded was answered in an insightful way in that regard. Constantly pushing back ideas or story moments to perfect them internally would not give them the opportunity to learn what the community likes, to then follow it up with refinements that they may not have thought of. While this was a serious discussion, her revealing the back story of Arthur’s dreaded “Square Spaghetti” was fun to learn about as well.
We at Lords of Gaming would like to thank you for your time reading this brief summary or checking out our video interview. Please provide all feedback concerning the discussion in our YouTube comments if you would like. We would also love to thank Digital Extremes for giving us the chance to speak with Adrian and Kat.