Game Development Reference
In-Depth Information
comprised of projects that fall into the we-didn't-think-we-needed-a-writer-but-now-
we-do-and-we-have-no-budget-left-and-two-months-until-we-ship category.
If, as a freelance writer, you find yourself being included in original IP creation
at the start of a project, it's usually because (1) the game in question is part of a
would-be franchise that you've previously worked on in some capacity (i.e., staff-to-
freelance gig, freelance-to-freelance, or work within the same development studio or
publisher) or (2) the right people have realized they need a writer at the right time
and actually found through random googling, an agency, or merely through positive
word of mouth, you. Either way, it's still a fantastic opportunity to help shape a
gameworld, get involved in narrative design, and generally prove that writers, even
freelance ones, can be a valuable addition to a game project in its early stages.
The Golden Window
It can often be the case that developers who know they are going to need a freelance
writer will choose to bring them onto a project during what I call the golden window
phase. This is a period that usually falls somewhere between story pre-production and
first-draft script. In this window, certain elements of the gameworld will already have
been decided—certainly the core gameplay, and often many of the environments,
levels, and even some of the characters (at least visually). Yet in many cases, these
elements are not joined together to form a coherent story or a complete world. It's
rather like a half-completed jigsaw puzzle.
In this situation, the writer will be expected to work within the given boundaries
and often retrofit a story around what has already been established. Despite sounding
quite restrictive, these boundaries can actually allow for a lot of creativity and often
filter into the various facets of IP itself—especially elements that are likely to spill
over into possible sequels and downloadable and expansion content (something a
new IP writer always has to keep in mind). In short, this is where a freelance or
possibly a short-term in-house contractor can still make a real and lasting difference.
The following are a few things to keep in mind to make the most of your golden
window.
Get to know the team, particularly the level designers. You will need to work
with them quite closely to get the most fluid and well-executed level dialog. If
your employers aren't encouraging this then gently suggest it.
Make sure you focus a lot of time on getting together a strong story doc and
world vision. This will not only help you when you come to write the nuts
and bolts dialog but also be informative for everyone else, from production to
design to marketing.
Become familiar with every one of your characters before you even write a line
for them. Profile your characters—their journeys, their backgrounds, even the
way you imagine them walking and talking. Most importantly, think about
how elements of their character can further the gameplay and story themes.
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