Over the past few weeks I've written a wide array of content and wanted to share my experiences because they've been very different than what I expected.
Besides writing dialog, item descriptions, quest material and character sketches you may also be called on to write 'design documents'.
In any game, before the level was created, a writer had to create a long, complex, detailed document that lays out everything and everyone in the level, which allowed level designers to create the content the player will see. In a design document, a writer has to specify the general feel of the level, all the characters within the level, any locations that are subsets of the area, any quests associated with the area (that start or end) and any assets that may be used (dialog/scripts/FX). This document has to be detailed enough that a designer can build the world you create in words.
If you're creating your own game or just want to show potential employers that you can create a design document, you have a few options.
- Create a design document for a game that you're familiar with. Pick any level/area in the game and write up a design document for that area.
- Create a design document that details a level/area in the game you're working on.
- Start with an overview of a main area (ie. a town, a city neighbor hood or an outdoor level). Where is it located in the world (or your game), how does it 'feel', what do the buildings and people look like, who inhabits the area, how challenging of an area is it for the player, etc? Include brief art direction and history if you feel that your description has missed important pieces of your vision for the area.
- List and detail all the areas connected to the main area. For example, if you're writing a design document on a town, what shops and homes are in the town that the player can enter. If the player can transition from the main area into a smaller subset of the level describe how the player can get there, what the area looks like, who inhabits it etc. These are mini-versions of your main overview for all the areas correlated to your main area.
- List and detail all the characters in the area. Include who they are, what they do, appearance, stats (height, eye color, hit points, etc) and how they interact with others.
- List and detail all the quests/missions that take place in the area. If a quest starts or ends in the level, explain what the quest is, what the player is expected to do and how the player can complete said quest. Be sure to include any information that is important to the quest. If the player needs a key from the bartender, include that information.
- List and detail all the assets needed for the level. Assuming that you game has dialog, you'll need dialog files, which count as assets. However, you may also need scripts to run when a mission is completed or when a player enters an area that is plot related. If something happens in your area that isn't static and needs to be written/coded into the level, list that something.
- Just as a note: A design document, depending on the size of your area, can be a monstrous document. Writing a design document may seem overwhelming at first, so just deal with bite sized amounts and all the little pieces will fall into place and you'll end up with a document that fully and imaginatively details the area you can see so vividly in your imagination.