Will Webb
GGG

BOLTON INTERNATIONAL FILM FESTIVAL INTERVIEW | 2026
WORLD PREMIERE
grottygamergirl
Dir. Will Webb
Writer/Director: Will Webb
Images © William Webb
SEPT, 21, 2026
Every night, the algorithm favours Rianne - aka grottygamergirl- a little less. So when a haunted demo disc arrives at her door, it might just give her channel the push it needs.
Hey Will, it's great to talk with you again. What does it mean to bring Grotty Gamer Girl to Bolton International Film Festival this year?
Hey! I’m really excited to be premiering grottygamergirl in Bolton this year - it’s a fab festival and one I’ve always wanted to screen in, so it’s a perfect start for our festival journey.
Since this is going to be the World Premiere for GGG, grottygamergirl, is that adding any additional pressure/stress?
Not too much. I think presenting the film for cast and crew, which we did back in May, was more pressure - everyone worked hard on it so you want it to look and sound great in the room (which, happily, it did!).
What’s it like watching your film, for the first time, with a festival audience?
I love seeing a film with an audience, particularly horror and comedy, because you can really hear it work. The audience gasps or laughs at the right moments and you know that the beats are landing, which is a really gratifying experience.
The story behind Personal Effects was very personal to you; what lessons did you take from the process of making and then sharing this film with your audiences?
Personal Effects was a very different short in that it was a pretty serious drama and dealing with autobiographical elements, but it was also the biggest crew I’d worked with at that time and involved some new processes for me (like working with a casting director). I took that experience into GGG which also involved some new processes, notably an extensive VFX element which required a whole new set of collaborators and techniques to get right.
If you could describe GGG in a sentence, what would you say?
Zillenial nostalgia meets very-online screaming into the void, with deadly consequences.
Tell me a little bit about GGG. What inspired this your screenplay?
During the covid pandemic my wife got into Twitch streaming for a while, mostly cosy games like Animal Crossing, and it was my first view into the weird dynamics that streamers, particularly women, have to navigate with their audiences. That crossed over with an interest in how older gaming aesthetics, the low poly PSX/N64 look in particular, are now becoming more popular. And the fusion between those things gave me Rianne and the monster, a starting point that I then worked back from.
When writing your screenplay, did you already have in mind that you wanted Ruth Codd to take the lead role?
Ruth was always in the forefront of my mind for this. I’d seen her in The Midnight Club, which is just an astonishingly good performance, around the time I wrote the first draft of the script, and I think her dialogue cadence wormed its way into my head.
How did you approach getting Ruth Codd and Tazmyn-Mei involved in the project?
I approached Ruth through her agent and they were great about getting onboard for an independent project. Tazmyn I have known for a few years, has their own experience in the content creator world, and so was my first pick for a cosy creator.
.jpg)
If you could describe Rianne, aka grottygamergirl, in a sentence what would you say?
She doesn’t know what she wants, but she knows how to get it; she’s all front but is really lonely underneath it all.
What has been the biggest challenge you've faced making a horror-comedy short film?
I think the tough thing with horror-comedy is to find laughs without mitigating the scares. Horror tropes are so recognisable that foregrounding them and poking fun is a quick route to humour but can also take some of the punch out of the story. With GGG, I wanted it to work both as a horror and as a comedy, so I tried to avoid that sort of meta or parody humour.
For a short like this, how essential is the creative collaboration between you and your cinematographer Louis Mas, and your BAFTAUS award-winning sound designer Emma Pinkham-Edwards?
Louis was my first collaborator on this film and stuck with it throughout a few different versions of the idea, as well as his own developing work (he had a short win at Berlinale and get nominated for a Cesar during this time!). I wanted the film to have a poppy, graphic sensibility and draw heavily from the art that surrounds this very online ‘ethereal breakcore’ music scene, and Louis was essential in translating that to screen.
Em was almost the last key crew member brought on! I found them through the great Trans+ On Screen talent directory and reached out. I am always amazed by sound professionals and how they approach a film, and Em had plenty of creative input - my favourite touch is that they added a sort of distorted crying sound for the monster which adds a whole layer to its scenes.
What was the hardest scene for you to shoot?
The film was shot in two days and has a colossal number of setups so it was quite an undertaking all round! The final sequence with Rianne and the monster’s emergence was particularly challenging because it had multiple VFX elements, a mix of cinema and webcam filming, and a lot of setups.
" I also love the creative aspect of interpreting something that doesn’t have a clear real world analogue, so genre is appealing to me for that reason too."
How flexible were you with your screenplay during the shoot?
Because the schedule was so busy and we filmed in one location, we stuck pretty tightly to the script’s scenes and story beats. But Ruth improvised lots of dialogue moments which are in the final cut. She’s a great comic mind and if you have someone like that on your film, you should make space for them to have fun!
What do your films say about you as a filmmaker and the types of stories you want to tell moving forward?
I’m interested in stories that test the bounds of genre and intersections with comedy / drama. I think audiences get a lot of joy out of these films and that’s really important to me! I also love the creative aspect of interpreting something that doesn’t have a clear real world analogue, so genre is appealing to me for that reason too.
Would you consider turning any of your shorts into a feature?
I’m currently working on a feature version of GGG and am actively looking for collaborators for that! As a one room, one main actor short, it might seem too small for that - but in the creative development of the short I dreamed up some fab lore that would be great to explore on the big screen. And then there’s Rianne - how did she get into this dead-end situation, and can she get out?
And finally, is there a message you want your audience to take away from GGG?
Touch some grass, content isn’t everything!
