
- 318 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Professional Techniques for Video Game Writing
About this book
This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's 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 book also 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. She's worked with EA, Disney, Ubisoft, Cartoon Network, PBS, Marvel, and Wargaming. Currently, she's 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
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Information
CHAPTER1
Getting Writing Jobs in Video Games
Contents
1.1 Game Writer
- Who is this character, and why do I want to follow them into danger?
- How do we tell the players what to do without sounding like we are ordering them around?
- What plot point can we use to motivate the player to move to that point on the map where the next gameplay element is?
- 2ā3 years of experienceāschoolwork and internships can count here if there is enough high-quality writing
- Portfolio with writing samples and games
1.2 Narrative Designer
1.2.1 Story Presentation Decisions
1.2.2 Designing Gameplay for Ludonarrative Harmony
- How will dialog be displayed on-screen?
- Where are our mechanics conflicting with our story?
- How can the design of the game resonate with the story to deliver a more powerful experience?
- 4+ years of experience in game design, writing, or both
- Portfolio of completed game projects and large-scale narratives like plays or movies, and some writing samples
1.3 Story Editor/Loremaster/Lead Writer/Narrative Director
- What is the high-level narrative arc?
- Where will the stop/start points be for episodes, chapters, etc.?
- How will the staff writers share tasks?
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Table of Contents
- Preface
- Acknowledgments
- Editor
- Contributors
- Chapter 1 ā¾ Getting Writing Jobs in Video Games
- Chapter 2 ā¾ Game Script Formatting
- Chapter 3 ā¾ Documentation for Writers
- Chapter 4 ā¾ Writing Instructions, Helptext, Walkthroughs, and Manuals: Text to Train the Player
- Chapter 5 ā¾ Writing Tutorials: Write āStartā to Start
- Chapter 6 ā¾ Practical Techniques for Productivity: Getting the Work Done
- Chapter 7 ā¾ Collaborating with Art, Design, and Engineering
- Chapter 8 ā¾ Writing for AAA Games: Playing in the Big Leagues
- Chapter 9 ā¾ Writing for Indie Games
- Chapter 10 ā¾ Game Writing Remotely: How to Pay the Rent Working from Home
- Chapter 11 ā¾ Game Writing On Staff
- Chapter 12 ā¾ Keeping Localization in Mind: When Game Narrative Travels Abroad
- Chapter 13 ā¾ Writers in the Recording Studio
- Chapter 14 ā¾ Writing for Existing Licenses
- Chapter 15 ā¾ Writing for New IP
- Chapter 16 ā¾ Script Doctoring
- Chapter 17 ā¾ Writing Compelling Game Characters
- Chapter 18 ā¾ Hiring Philosophies: We Can Do Better
- Chapter 19 ā¾ If It Works, Break It: Game Narrative Tropes and Innovation
- Appendix A ā¾ Call of Juarez: Gunslinger Script Sample-Screenplay Format
- Appendix B ā¾ Bratz: Forever Diamondz Script Sample-Modified Screenplay Format
- Appendix C ā¾ Barks and Task Spreadsheet
- Appendix D ā¾ Casting Sides for Call of Juarez
- Index