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Writing for video games can include everything from coming up with an original story to figuring out twenty different versions of "I've been shot!" It's a demanding task, combining elements of roleplaying writing, scriptwriting, and imitating the Voynich Manuscript. I've been lucky enough to work on titles ranging from Rainbow Six 3 to Far Cry, and each time the experience is different – different games demand different approaches, content, and levels of input. The only constant is that you're trying to make your writing one part of a cohesive game experience for the player – part of making sure the player has fun.


Please bear in mind that I can't tell you everything that I'm working on, or even what I'm doing sometimes on projects that have been announced. I will, however, provide updates as soon as I can on projects that are newly released from under their veil of secrecy. And yes, that means there are things I'm working on - lots of things I'm working on - that either I can't officially claim a credit on, or which can't be talked about...yet.

Video Game Credits (Announced Games):
Game

Role

Blazing Angels 2: Secret Missions of World War II Writer
Ghost Recon Advanced Warfighter 2 (Multiplayer) Departmental Management
Splinter Cell: Double Agent Writer
Red Steel Dialogue
Rainbow Six: Vegas Editing
Blazing Angels: Squadrons of World War II Writer
Rainbow Six: Critical Hour Writer
Dark Messiah of Might and Magic World Designer/Writer
Heroes of Might and Magic V World Designer
Ghost Recon: Advanced Warfighter (Multiplayer) Departmental Management
Ghost Recon 2: Summit Strike Departmental Management
Rainbow Six: Lockdown Departmental Management
Ghost Recon 2 Departmental Management
Cold Fear Writer
Rainbow Six: Black Arrow Writer
Ghost Recon: Jungle Storm (N-Gage) Writer
Far Cry: Instincts Co-Writer
Ghost Recon: Jungle Storm (PS2) Writer
Far Cry (PC) Dialogue
Rainbow Six 3 Co-writer
Raven Shield: Iron Wrath Writer
Raven Shield: Athena Sword Writer
Rainbow Six 3: Raven Shield Writer
Rogue Spear: Black Thorn Additional Writing (Uncredited)
The Sum of All Fears (GBA) Scripting
The Sum of All Fears (PC) Additional Design
Ghost Recon: Island Thunder (PC) Lead Designer
Ghost Recon: Desert Siege Lead Designer
Ghost Recon (PC) Manual
Freedom: First Resistance Lead Designer
Shadow Watch Additional Writing

Writing About Game Writing
As part of the initiatives for the IGDA Game Writers' Special Interest Group, I'm one of the co-authors of a book on video game writing published by Charles River Media. The book, entitled Game Writing: Narrative Skills for Video Games, features authors including James Swallow, Andrew S. Walsh (X3: Reunion), Ernest Adams, Rhianna Pratchett (Heavenly Sword), Ed Kuehnel (Leisure Suit Larry: Magna Cum Laude) and more.

We're now working on a followup to that book - two, actually - with the talented Wendy Despain as editor. I've turned in my chapter for the first one, and am currently plugging away on the second.

GDC Austin (formerly the Game Writers' Conference)
I'm a member of the Advisory Board of the GDC Austin game writing track for the second year running. Working with Susan O'Connor, Dana Fos, Lev Chapelsky and Mark Terrano, we're currently at work trying to put together this year's track to follow up on last year's extremely successful show. There will be more details when more things get hammered down concretely.

E3
I spoke at E3 2006 as part of a panel on "Perfecting the mix of story, character development, and interactivity" with such notables as David Jaffe (God of War), Marc Laidlaw (Half-Life and Half-Life 2) and David Cage (Indigo Prophecy). You can read Gamasutra's take on the talk here.

GDC
I participated in two sessions (OK, four if you count the fact that they had me run the round table 3 times) at GDC 2007. First off, I spoke as part of the Interactive Story Boot Camp, organized by scriptwriter David Freeman and featuring such luminaries as Hal Barwood. It was one of the all-day tutorials at the start of the conference, and my topic was techniques for building choice into games. The slides from the presentation will be made available for download shortly. I also moderated a roundtable discussion on techniques for game writers, one of those practical things that's near and dear to my heart. The three sessions attracted well over a hundred people, with great discussion of the practical, professional, and technical issues facing game writers today. [Update - the roundtable has also been accepted for GDC 2008!]

In 2004, I gave a talk at the annual Game Developers' Conference on creating believable stories for realistic video games. The powerpoint presentation from that talk is available here. The talk, entitled Island Thunder and Raven Shield: Creating Believable Stories for Realistic Games, was a product of my realization (via video game reviews that said "this could never happen!" to stuff I'd pretty much taken right out of the newspapers) that what is realistic isn't always believable in a game, and that the audience has been trained to expect certain things that you dare not contradict. The presentation was a blueprint for navigating this tightrope, and for giving the writer tools for producing solid storylines for realistic games that wouldn't break the audience's suspension of disbelief.

IGDA
For several years, I had the honor of serving as one of the executives of the IGDA's Game Writers Special Interest Group. The group functions to serve as a resource for video game writers, and to promote the craft of game writing. You can find more, including the group's white paper on the basics of game writing, on the SIG's website and the well-received and Frontline-nominated Game Writing: Narrative Skills for Video Games. While I'm no longer one of the executives, I continue to support and participate in the group as it moves forward.

Project Horseshoe
In 2006, I was one of the attendees of the initial Project Horseshoe, a small conference on game design hosted by the legendary Fat Man deepinthehearta Texas. (Scorpions, no. Drunk squirrels, yes. It was Texas.) I spent the conference working as part of a small team tackling issues of the legitimacy of games as media form, and deeply enjoyed the experience. Being in a room with that many big brains, many of whom were responsible for games I've known, loved, and spent countless hours on over the years, was one of the highlights of my career in games thus far.
And to prove I was there, here's a picture of me playing "Hey, That's My Fish!"

Needless to say, I went back in 2007, though the incriminating photos have yet to surface. I think.