The Game Writing AUA (As Us Anything!)
summary
A practical Q&A that names tools and outcomes: use pattern language or Pinterest moodboards for architectural briefs; run table reads, internal playtests and audience tests to measure metaphor and comedy; prototype in game jams (Bluebeard's Bride starts as a jam, three co-designers, then wins awards); hire via a clear brief with budget and timeline and expect face‑time; author narrative systems with procedural narrative rules (remember state, pull from buckets); keep an online portfolio, follow job instructions and network on Twitter/Discord.
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chapters (12)
- 0:00Start
- 0:55Michelle Clef
- 2:22Maurice Broadus
- 7:02Heidi Mcdonald
- 12:12Using Visual Aids and Using Images
- 15:06Internal Play Testing
- 19:34How Could Classic Board and Card Games Benefit from Game Writing outside of Getting the Game Rules into Better Shape
- 23:40Taking It from the Story to a Playable Game
- 47:11Procedural Games
- 54:46Video Games Are a Modular Storytelling Medium
- 59:22World of Warcraft
- 1:09:15How Do I Figure Out What My Rates Should Be
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