Wildbow: I'm currently the writer and art director for the game. Every word you read in the game is mine. The current demo posted covers about 10% of the planned content for the game.
How did I find it? Well, it's an ongoing process, and it's work, but it's fun. The biggest challenge and most fun challenge at the same time, is iterating conversations. Every choice tree has to cover *some* of the same information, but every single choice carries with it its own tidbit or tone change. So I have to make every change matter while sticking to the overall plot script. That's not too hard on the first few choices, but it wasn't long before I was iterating the same conversation 147 times. But it's a lot of fun to hide little tidbits of story into each one, and make sure every one of those choices has *something* unique to it, something personal.
Unexpected challenges: None, but I've done work very similar to this before for industrial safety training. Some things have been unexpectedly hard, but that was a product of circumstances outside of my control (artist family in hospital, licensing delays on music, etc.). All stuff that was external to my workflow, really.
Particularly fun aspects: Writing bleeding-edge science fiction, with complex ideas and premise, and really writing at a scientific and technical level that I care about. I know it makes some people eye-glaze, but for me it's all laying the foundation for some Big Idea stuff that science fiction is all about, to me. I'm also really proud to be working on something with anthropomorphic characters that doesn't just wallow in a genre ghetto, but strives for real literary purpose and merit.
Billy: Jon Fini's support for the game has been great. It's his money out of pocket funding the game, and he's shown me he believes in it, so I'm making sure I can deliver on his faith.