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
Country of Publication:
2nd New edition
29 April 2020
Chapter 1 Getting Writing Jobs in Video Games 1 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 2 Game Script Formatting 11 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 3 Documentation for Writers 21 John Feil, Paizo Chapter 4 Writing Instructions, Helptext, Walkthroughs, and Manuals: Text to Train the Player 37 John Feil, Paizo Chapter 5 Writing Tutorials: Write Start to Start 53 Andrew S. Walsh, Guerrilla Games, Sony Chapter 6 Practical Techniques for Productivity: Getting the Work Done 89 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 7 Collaborating with Art, Design, and Engineering 99 Anthony Burch, Santa Monica Studio Chapter 8 Writing for AAA Games: Playing in the Big Leagues 105 Marek Walton, Crystal Dynamics Chapter 9 Writing for Indie Games 121 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 10 Game Writing Remotely: How to Pay the Rent Working from Home 127 Tracy A. Seamster, Independent Contractor Chapter 11 Game Writing On Staff 139 Samantha Wallschlaeger, Monolith Productions Chapter 12 Keeping Localization in Mind: When Game Narrative Travels Abroad 153 Ross Berger, Electronic Arts, Amazon Chapter 13 Writers in the Recording Studio 165 Haris Orkin, Independent Contractor Chapter 14 Writing for Existing Licenses 185 Heidi McDonald, Independent Contractor Chapter 15 Writing for New IP 197 Rhianna Pratchett, Independent Contractor Chapter 16 Script Doctoring 219 Richard Dansky, Central Clancy Writer, Ubisoft Chapter 17 Writing Compelling Game Characters 235 William Harms, Narrative Director, Hangar 13 Chapter 18 Hiring Philosophies: We Can Do Better 243 Tom Abernathy, Studio Narrative Director, ArenaNet Chapter 19 If It Works, Break It: Game Narrative Tropes and Innovation 257 Maurice Suckling, Independent Contractor, Professor of Practice, Rensselaer Polytechnic Institute APPENDIX A CALL OF JUAREZ: GUNSLINGER SCRIPT SAMPLE-SCREENPLAY FORMAT, 271 APPENDIX B BRATZ: FOREVER DIAMONDZ SCRIPT SAMPLE-MODIFIED SCREENPLAY FORMAT, 289 APPENDIX C BARKS AND TASK SPREADSHEET, 291 APPENDIX D CASTING SIDES FOR CALL OF JUAREZ, 301
Wendy Despain has two previous books in game design with CRC Press (and one with New Riders), teaches game design at Full sail Unversity and is a sought after contract game designer. Her also writes for Gamasutra and is formewewer Chair of the IGDA's Game Writign SIG.