This book by the International Game Developers Association (IGDA) Game Writing Special Interest Group focuses on various aspects of working as a professional game writer, including how to break in to game writing, writing manuals, narrative design, writing in a team, working as a freelancer, working
Professional Techniques for Video Game Writing
โ Scribed by Wendy Despain (Author)
- Publisher
- CRC Press
- Year
- 2008
- Leaves
- 339
- Edition
- 2
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
This second edition of Professional Techniques for Video Game Writingis updated with new chapters and new authors, but itโs still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The bookalso offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative.
Key Features
- Comprehensive enough for veterans and accessible enough for novices
- Goes into detail about how to write tutorials, script doctoring, and writing for AAA games
- Delivers invaluable experiences directly from writers in the games industry
- Full of practical advice from industry pros on how to get a job, and then how to get the job done
Author Bio
Wendy Despain has more than two decades of experience spearheading digital media projects. She has worked with teams around the world as a writer, narrative designer, producer, and consultant on interactive experiences ranging from video games to augmented reality. Sheโs worked with EA, Disney, Ubisoft, Cartoon Network, PBS, Marvel, and Wargaming. Currently, sheโs a Production Director at ArenaNet, makers of the Guild Wars franchise.
Her books include:
- Writing For Videogame Genres: From FPS to RPG
- Talking to Artists/Talking to Programmers
100 Principles of Game Design
โฆ Table of Contents
Chapter 1 โพ Getting Writing Jobs in Video Games 1
Wendy Despain, NCSoft, Quantum Content, International Hobo
Chapter 2 โพ Game Script Formatting 11
Wendy Despain, NCSoft, Quantum Content, International Hobo
Chapter 3 โพ Documentation for Writers 21
John Feil, Paizo
Chapter 4 โพ Writing Instructions, Helptext, Walkthroughs,
and Manuals: Text to Train the Player 37
John Feil, Paizo
Chapter 5 โพ Writing Tutorials: Write โStartโ to Start 53
Andrew S. Walsh, Guerrilla Games, Sony
Chapter 6 โพ Practical Techniques for Productivity:
Getting the Work Done 89
Wendy Despain, NCSoft, Quantum Content, International Hobo
Chapter 7 โพ Collaborating with Art, Design, and
Engineering 99
Anthony Burch, Santa Monica Studio
Chapter 8 โพ Writing for AAA Games: Playing in the
Big Leagues 105
Marek Walton, Crystal Dynamics
Chapter 9 โพ Writing for Indie Games 121
Wendy Despain, NCSoft, Quantum Content, International Hobo
Chapter 10 โพ Game Writing Remotely: How to Pay the
Rent Working from Home 127
Tracy A. Seamster, Independent Contractor
Chapter 11 โพ Game Writing On Staff 139
Samantha Wallschlaeger, Monolith Productions
Chapter 12 โพ Keeping Localization in Mind: When Game
Narrative Travels Abroad 153
Ross Berger, Electronic Arts, Amazon
Chapter 13 โพ Writers in the Recording Studio 165
Haris Orkin, Independent Contractor
Chapter 14 โพ Writing for Existing Licenses 185
Heidi McDonald, Independent Contractor
Chapter 15 โพ Writing for New IP 197
Rhianna Pratchett, Independent Contractor
Chapter 16 โพ Script Doctoring 219
Richard Dansky, Central Clancy Writer, Ubisoft
Chapter 17 โพ Writing Compelling Game Characters 235
William Harms, Narrative Director, Hangar 13
Chapter 18 โพ Hiring Philosophies: We Can Do Better 243
Tom Abernathy, Studio Narrative Director, ArenaNet
Chapter 19 โพ If It Works, Break It: Game Narrative Tropes
and Innovation 257
Maurice Suckling, Independent Contractor, Professor of
Practice, Rensselaer Polytechnic Institute
APPENDIX A โพ CALL OF JUAREZ: GUNSLINGER SCRIPT
SAMPLEโSCREENPLAY FORMAT, 271
APPENDIX B โพ BRATZ: FOREVER DIAMONDZ SCRIPT
SAMPLEโMODIFIED SCREENPLAY FORMAT, 289
APPENDIX C โพ BARKS AND TASK SPREADSHEET, 291
APPENDIX D โพ CASTING SIDES FOR CALL OF JUAREZ, 301
๐ SIMILAR VOLUMES
Front Cover; Table of Contents; Preface; Chapter 1. How to Break In and Stay In; Chapter 2. Interactive Script Formatting; Chapter 3. Writing Pitch Docs and Exec Docs; Chapter 4. Game Documentation Guide; Chapter 5. Manuals, In-Game Text, and Credits; Chapter 6. Narrative Design; Chapter 7. Game Wri
<DIV><p>Video games are a lucrative market for scriptwriters, but writing for video games is complex and very different from traditional media such as television or film. This practical guide shows how you can adapt your writing skills to this exciting medium. Written by an award-winning games write
Video games is a lucrative new market for scriptwriters but writing for video games is complex and very different to traditional media (tv or film). This practical guide shows how you can adapt your writing skills to this exciting medium.</div>
<span>~ NEW BOOK COVER ~</span><span><br><br></span><span>Do you want to turn your talent for writing into a narrative design career in the games industry?</span><span><br><br>Itโs </span><span>never</span><span> been a better time to be a writer for video games. Youโre tapping into an industry that