2nd Edition

Professional Techniques for Video Game Writing

By Wendy Despain Copyright 2020
    338 Pages 2 B/W Illustrations
    by CRC Press

    338 Pages 2 B/W Illustrations
    by CRC Press

    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

    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

    Biography

    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.