Focusing on art obviously, but I've always wondered how a person becomes a game writer. I've heard different things, ranging from "be a published author first," to "be a member of the team first, either programming or art", and a multitude of other answers as well.
Anyone know anything about it?
Replies
I would think the best way would be writing for mods or even "simple" flash games, if only to show of the writing.
one sec....I'll go ask them questions....brb....
Ok! It looks like writing a blog/movie/game review via tumblr or wordpress, was their way of demonstrating their writing ability to their now-employers. So having something like that on hand to show off would be a good idea too.
I write as a hobby (or, I wrote, not in a couple months since my daughter was born), and being a games writer has never been my main goal, but I always thought it would be great to work as a writer on a game -- especially as narratives in games come of age.
I have a history of short stories and novels, and have lately been seeking publication with more purpose. My hope was that by having couple of published shorts under my belt by the time I joined a studio doing art would keep the door open for working as a writer at some point in any career I might have.
I suppose I should pursue that a little more seriously.
Thanks again.
Then I bought a new camera and a Cintiq :P
I suppose I'll keep continuing in my direction of just writing as a hobby, and maybe chase publication with a bit more importance, and see what happens one day if the opportunity arises.
Thanks again.
Also, I can second what Gary said--tabletop or pen-and-paper RPGs is where a large chunk of the game writers I know seem to have come from. In particular the level of lore depth --AND-- breadth seems to translate from that industry to this one...especially for fantasy or and RPG/MMO type games.
Anyway, that leads to a lot of "noise" for HR depts to wade through in the talent pool.
Sean McKeever http://www.seanmckeever.com/ [Marvel books > Bioware Austin]
Kurtis Wiebe http://ca.linkedin.com/pub/kurtis-wiebe/9/641/169 [bus driver > Image comics > game studios]
Rick Remender: writer for Dead Space, Bulletstorm; started career as a 2D animator, then comics as artist and writer; full time writer now doing work-for-hire and creatorowned
http://en.wikipedia.org/wiki/Rick_Remender
Just like with artist portfolios, prove you have what it takes to the do the job.
This is what I have always assumed, and why writing is just a hobby, but it occurred to me that if I was already on the art team, I might be able to cut through some of that hr noise. Anyways, I am am will continued to be focused on finding a studio art job, and if at some point in the future I get an opportunity, then I'll be prepared with some publications, and some unpublished novels.
I could tie her down I suppose.
I get about 5-6 hours a day to work, after my wife and daughter go to bed. That puts me going to sleep every day around 4-5 am. Almost all of that time is spent doing freelance work. When I get non freelance time I do an anatomy study or something, since obviously practicing art is my first priority when I get freetime, since I'd like to take a studio position one day. I like freelancing, but I'd like some stability too.
Sometimes, when my wife has to work early, like tonight, she sleeps on the couch and I hole up with the daughter in the bedroom to do feedings and make sure mom gets enough sleep. Sleep, with a small child, is hard to come by. Those are the only times I get to do anything else. I could learn some of those programs and do a story game etc. but frankly --
1 - I miss writing, so that's what I choose to do.
2 - I wonder if doing something story heavy that takes an HR person or a creative person time to complete (as a game) is a better promotional tool for myself than a small number of well written short stories.
But at the same time, I'm just a tad skeptical of someone who wants to be a games writer but hasn't had the urge to, err, write any games (and Twine has a total of 20 minutes of tutorial, so that's hardly a barrier.) If someone said he wanted a job making 3D models but never bothered to open up a 3D modeling package, that'd be odd, wouldn't it?
Also, I don't think this one got mentioned yet, but Tom Jubert has a blog about writing for games, including an article on how he got hired for Penumbra and one with tips for hiring writers that might be interesting. Edit: and this one way the hell back in 2011.
Well, I can understand that, but I think the reasoning is a bit flawed.
I don't want to direct games. I don't want to design them. When I imagine writing games, I imagine that a designer/director/producer works to create a concept and feel and mixes that with game mechanics, and eventually a general story. When that's complete, I imagine it gets handed down to a writer/writers to flesh out the story and write dialogue and maybe come up with characters and characterizations.
This might be wrong, I suppose.
-If someone said he wanted a job making 3D models but never bothered to open up a 3D modeling package, that'd be odd, wouldn't it?
If you consider my explanation that writing for a game and designing a game are different things, this analogy makes very little sense.
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I'd be happy if someone wants to correct me here.