1st Edition

The Video Game Writer's Guide to Surviving an Industry That Hates You

By Richard Dansky Copyright 2026
140 Pages
by CRC Press

140 Pages
by CRC Press

140 Pages
by CRC Press

There have been many books written about how to write for games, but just as important as creating the deliverables is knowing how to do the job itself. In an industry that can seem like it’s stacked against a game writer’s professional survival, knowing how to navigate the choppy waters of building schedules, interfacing with other team members, getting actionable feedback, and putting yourself... Read more

Acknowledgements

Chapter One: The Dreaded Introduction

Chapter Two: Why People Think Game Writing Sucks And Why They Are Almost Always Wrong

Chapter Three: What Is A Game Writer? Brutal Realities of the Job

Chapter Four: The Unique Things That Go Into Game Writing and Nothing Else - The Player Shaped Hole, Barks, and Letting Go

Chapter Five: Tips, Tricks, and Techniques - Things That Will Make You a Better Game Writer

Chapter Six: Dansky’s Three Laws of Game Writing

Chapter Seven: The Game Writer On the Team - What Do You Actually Do Versus What They Think You Do

Chapter Eight: Breaking In and Finding the Next Gig

Chapter Nine: Working With Other Disciplines

Chapter Ten: What Is It Good For - Teaching Others the Value of Game Writing

Chapter Eleven: The Value of Internal PR and Techniques For Doing It

Chapter Twelve: Idea Generation and Narrative Integrity

Chapter Thirteen: Feedback - Giving It, Taking It, Training Others to Do It Right

Chapter Fourteen: Loops and Boundaries

Chapter Fifteen: Leveraging Production

Chapter Sixteen: Dealing With the Negatives

Chapter Seventeen: How They Will Try To Screw You

Chapter Eighteen: Raising Up the Next Generation and Keeping the Old One From Fossilizing

Chapter Nineteen: Building Your Name, Keeping Your Credits

Chapter Twenty: It Ain’t Easy, But It Just Might Be Worth It

Biography

A 25-year veteran of the video game industry, Richard Dansky has written for franchises, including The Division, Assassin’s Creed, Far Cry, and Splinter Cell. He has published eight novels and two short story collections and was a key contributor to the classic TTRPG setting The World of Darkness. Widely regarded as a leading expert on game narrative and writing, he is currently the Narrative Director at Romero Games. Richard lives in North Carolina.

“Angry but thoughtful, blunt but considered, THIS is the guidebook every game writer needs.” - Antony Johnston (Dead Space, Middle Earth: The Shadow of Mordor, Resident Evil Village)

“Richard Dansky has seen it all in his decades as a writer, and he’s here to tell you the unflinching truth about the good, bad, and downright ugly of writing for video games. This book is a must-read for video game professionals and hopefuls alike.” - Anna Megill, Lead Writer, Author, and Game Narrative Veteran

“This is 'On Writing' for videogames.” - Olivier Henriot (Assassin' Creed, Far Cry, Watch Dogs)

“This really is the book our industry has been waiting for.” - Rhianna Pratchett

“The book that could revolutionize our industry.” - Leanne Taylor-Giles

"I found myself fervently nodding along every couple of paragraphs. Dansky illuminates the realities of a complicated (and often misunderstood) role in game development with honesty, humor, and ultimately hope." - Ashley Ruhl, Narrative Director, Star Wars: The Old Republic