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 with new intellectual property, and more. It includes exercises and writing samples; additional writing samples are available from the book’s website.
Anne Toole is a WGA-nominated writer for computer games, one-hour television, comics, and short fiction. Anne started her career writing for DAYS OF OUR LIVES, then became Head Writer for a game based on the STARGATE SG-1 series. She's written a number of game titles, including the dark fantasy RPG, THE WITCHER, which earned her a Writers Guild nomination. Anne has spoken extensively on games and entertainment and contributed to books from the International Game Developers Association (IGDA). "
Mary Oliver, a poet and a teacher of poetry, said ”a poem is always a blending of statement and form”.
This book is about form of video game writing.
It doesn’t advice you on *what* you should write about. But it tells how you should do it, whatever it is you’re going to write.
Stories from the field. Practical advice. War stories. Design and writing excercises. There should be more this kind of guides on how to navigate any reality.
Professional Techniques for Video Game Writing covers amongst others topics like interactive script formatting, pitch and exec docs, documentation, manuals, narrative design, remote work, working in a team, getting shit done, inclusivity, tutorials, strategy guides, writing for new ips and script doctoring.
The only other written review in Goodreads says ”It was helpful. However, after reading this, I have solified the fact that I have no interest in game writing”
Professional Techniques in Video Game Writing, edited by Wendy Despain, brings together advice from a number of games industry professionals into a collection of essays that provide practical, actionable advice on a wide range of topics. The various subjects discussed include day-to-day aspects of game writing, such as creating documentation, writing tutorials, productivity advice, collaboration with other departments, and keeping localization in mind. The advice also covers different styles of work, from AAA companies to indies, and addresses the differences between writing for existing licenses or developing new IP. It’s a really great read for those looking to enter into or explore different aspects of games writing, with some solid exercises at the end of each chapter.