Game Development Reference
In-Depth Information
7
Game Writing at a Distance
(aka Game Writing under Contract)
Chris Klug
Writing for games as a contractor off-site is, historically, the most common form of
game writing. Very few companies think of hiring a writer as a staff member. More
and more companies do so every day, but in the past, this has been the exception
rather than the rule. This is true for many positions in the industry. After all, the
game business has grown over the years from a single talented programmer working
on every facet of the game into teams that routinely top 100 members, and many
positions that initially were only considered to be part-time or temporary have made
the transition to full-time (sound design is a recent example, but even someone clas-
sified only as a “designer� was once considered a luxury). With story becoming more
and more important in games, more and more writers are moving on staff. One day,
contract writers may be more the exception than the rule.
The guidelines in this chapter are presented from two perspectives: first, that of
the Writer herself, and second, of the company hiring that writer. In my career, I have
been in both positions. For many years, I worked as a freelance Writer/Designer.
Then I made the transition onto staff, where I managed both freelance and staff
Writers. I've seen this situation work and yield great results, and I've seen it go off
the rails and become problematic for both sides. These ideas help to minimize the
chance for failure and maximize the chance for success. As always, your mileage may
vary.
7.1 Pros of Working Remotely under Contract
This type of arrangement mirrors the traditional writer's life. Get up in the morning,
sit around in your pj's, drink coffee, and sit at the computer and type. Walk to
retrieve the mail, go to lunch, come back, and write some more. You know, pretty
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