<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2762039814120001635</id><updated>2012-02-16T16:10:27.222-08:00</updated><title type='text'>Aspirations in Narrative Design</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://aspiringnd.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://aspiringnd.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>by Spencer Carroll</name><uri>http://www.blogger.com/profile/03185599777433984323</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>11</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2762039814120001635.post-4614090776495191967</id><published>2008-03-05T07:40:00.000-08:00</published><updated>2008-03-05T08:19:44.132-08:00</updated><title type='text'>Working in the Industry</title><content type='html'>For the past month, I've been luckily (blessed) enough to be working in the industry doing exactly what I set out to do. I've landed a position as a writer/level design with a RPG mod group and have learned something new everyday. The position has also bolstered my confidence that working in the video game industry is precisely what I want to do with my career, it may be hard work and long hours but I'm loving every minute of it.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;Besides writing dialog, item descriptions, quest material and character sketches you may also be called on to write 'design documents'.&lt;br /&gt;&lt;br /&gt;   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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;ol&gt;&lt;li&gt;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. &lt;/li&gt;&lt;li&gt;Create a design document that details a level/area in the game you're working on.&lt;/li&gt;&lt;/ol&gt;To write a design document...&lt;br /&gt;&lt;ol&gt;&lt;li&gt;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.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;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.&lt;/li&gt;&lt;li&gt;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.&lt;/li&gt;&lt;li&gt;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.&lt;/li&gt;&lt;li&gt;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.&lt;/li&gt;&lt;/ol&gt;&lt;ul&gt;&lt;li&gt;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.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2762039814120001635-4614090776495191967?l=aspiringnd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://aspiringnd.blogspot.com/feeds/4614090776495191967/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2762039814120001635&amp;postID=4614090776495191967' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/4614090776495191967'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/4614090776495191967'/><link rel='alternate' type='text/html' href='http://aspiringnd.blogspot.com/2008/03/working-in-industry.html' title='Working in the Industry'/><author><name>by Spencer Carroll</name><uri>http://www.blogger.com/profile/03185599777433984323</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2762039814120001635.post-5767926142338518454</id><published>2007-12-11T17:34:00.000-08:00</published><updated>2007-12-11T17:40:56.664-08:00</updated><title type='text'>Courtney Keene</title><content type='html'>Courtney Keene has a personal blog / resume of her experience with narrative design and her transition from being a fiction writer to a game writer. She has some great insights and 'how tos' but most importantly she was kind enough to post sample material of her work, which is invaluable and a great resource of aspiring writings. Read through her posts and be sure to check out her resume material &lt;a href="http://ckwriting.wordpress.com/"&gt;here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2762039814120001635-5767926142338518454?l=aspiringnd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://aspiringnd.blogspot.com/feeds/5767926142338518454/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2762039814120001635&amp;postID=5767926142338518454' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/5767926142338518454'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/5767926142338518454'/><link rel='alternate' type='text/html' href='http://aspiringnd.blogspot.com/2007/12/courtney-keene.html' title='Courtney Keene'/><author><name>by Spencer Carroll</name><uri>http://www.blogger.com/profile/03185599777433984323</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2762039814120001635.post-3605765953039420510</id><published>2007-12-04T10:10:00.000-08:00</published><updated>2007-12-11T17:44:19.555-08:00</updated><title type='text'>The Job Hunt</title><content type='html'>GameDevMap is an invaluable tool for locating game developers and producers around the world. You can search for companies by name, city, state/province and country. Obviously, this becomes an invaluable tool for anyone searching for companies to apply to within close proximity. Sadly, studios tend to be clustered together, so if you're unfortunate enough to live away from a game 'hot spot' you might be applying to studios far from home.&lt;br /&gt;&lt;br /&gt;Check the site out at...&lt;br /&gt;&lt;a href="http://gamedevmap.com/"&gt;GameDevMap&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Gamasutra is the Monster.com for the game industry. You can search for jobs, post a resume and contact companies that you'd like to apply to. If you're not already a member, sign up and create a resume.&lt;br /&gt;&lt;br /&gt;Sign up at...&lt;br /&gt;&lt;a href="http://gamasutra.com/"&gt;Gamasutra&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2762039814120001635-3605765953039420510?l=aspiringnd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://aspiringnd.blogspot.com/feeds/3605765953039420510/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2762039814120001635&amp;postID=3605765953039420510' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/3605765953039420510'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/3605765953039420510'/><link rel='alternate' type='text/html' href='http://aspiringnd.blogspot.com/2007/12/gamedevmap.html' title='The Job Hunt'/><author><name>by Spencer Carroll</name><uri>http://www.blogger.com/profile/03185599777433984323</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2762039814120001635.post-3027365726821585928</id><published>2007-11-27T08:33:00.000-08:00</published><updated>2007-11-27T08:56:20.872-08:00</updated><title type='text'>My Application</title><content type='html'>Just yesterday I submitted my application, to the developer that I've been hoping to work for all these weeks. Having finally sent in my application has left me with numerous mixed feelings.&lt;br /&gt;&lt;br /&gt;On one hand, it's wonderful knowing the stress of preparation is temporarily over. I'm giving myself a few days to relax from the editing, drafting and polishing that has taken over my evenings. On the other hand, it's terrifying that I can't polish my work any more and that it's finally going to be reviewed by someone who may or may not decide to employ me. Regardless of the outcome however, I'm determined to continue working until I finally fulfill my aspiration.&lt;br /&gt;&lt;br /&gt;I remember in college, meeting classmates who simply &lt;span style="font-style: italic;"&gt;knew&lt;/span&gt; what they wanted to do - the pre-med student who gladly studied for hours because she knew she wanted to be a doctor or the computer science kid that coded during lunch because he loved it. I was always jealous of them. I wanted to feel that passion, that excitement for one single goal. Now, finally, I have that passion. I &lt;span style="font-style: italic;"&gt;know&lt;/span&gt; that I want to be a Narrative Designer, so if this application is turned down, sure I'll be upset, but I know that I'll keep at it as long as it takes. Which is comforting.&lt;br /&gt;&lt;br /&gt;Finally, I'm having the classic conflict of feeling woefully under prepared and qualified but contrastingly absolutely confident that I would make an amazing Narrative Designer. I know that all I need is a chance to prove myself, a chance which is understandably difficult to grant to an applicant such as myself. So I'll simply keep on working hard but I'm not beyond having friends cross their fingers for me.&lt;br /&gt;&lt;br /&gt;To anyone in a similar position, I wish you luck and hope that your hard work pays off!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2762039814120001635-3027365726821585928?l=aspiringnd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://aspiringnd.blogspot.com/feeds/3027365726821585928/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2762039814120001635&amp;postID=3027365726821585928' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/3027365726821585928'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/3027365726821585928'/><link rel='alternate' type='text/html' href='http://aspiringnd.blogspot.com/2007/11/my-application.html' title='My Application'/><author><name>by Spencer Carroll</name><uri>http://www.blogger.com/profile/03185599777433984323</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2762039814120001635.post-7081937118609796315</id><published>2007-11-21T06:57:00.000-08:00</published><updated>2007-11-21T07:16:58.172-08:00</updated><title type='text'>Script Writing</title><content type='html'>Since script writing isn't something that you learn in school or have (if you're like me) ever been brave enough to attempt, I've compiled some links to introduce you to the style of writing and how to format your script. Once you get started, script writing is actually a blast!&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;a href="http://www.scriptfrenzy.org/eng/introtoscreenwriting"&gt;Script Frenzy&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;&lt;li&gt;Script Frenzy offers a much more relaxed introduction to script writing. I would suggest reading the (&lt;span style="font-style: italic;"&gt;linked&lt;/span&gt;) introductory page and then move about the site leisurely taking in the excellent  tips.&lt;/li&gt;&lt;/ul&gt;&lt;li&gt;&lt;a href="http://www.scriptologist.com/Magazine/Formatting/formatting.html"&gt;Scriptologist&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;&lt;li&gt;This is a fairly straightforward script formating article but since formating is important, give it a quick read through.&lt;/li&gt;&lt;/ul&gt;&lt;li&gt;&lt;a href="http://www.dailyscript.com/"&gt;Daily Script&lt;/a&gt;&lt;/li&gt;&lt;ul&gt;&lt;li&gt;A great piece of advice is to read scripts from movies that you enjoy, to better acquaint yourself with how scripts are written. Enjoy!&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2762039814120001635-7081937118609796315?l=aspiringnd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://aspiringnd.blogspot.com/feeds/7081937118609796315/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2762039814120001635&amp;postID=7081937118609796315' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/7081937118609796315'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/7081937118609796315'/><link rel='alternate' type='text/html' href='http://aspiringnd.blogspot.com/2007/11/script-writing.html' title='Script Writing'/><author><name>by Spencer Carroll</name><uri>http://www.blogger.com/profile/03185599777433984323</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2762039814120001635.post-2658663192378080947</id><published>2007-11-13T07:53:00.000-08:00</published><updated>2007-11-13T15:55:01.989-08:00</updated><title type='text'>Further tips</title><content type='html'>I've been extremely fortunate to be in contact with a game writer, who I won't name in fear of others spamming him for help, and he's been instrumental in aiding me with the fine reworking of my portfolio. Not wanting to hog all the valuable insight, I've posted below the information that the very kind writer passed on.&lt;br /&gt;&lt;br /&gt;Note: this information is pertinent to a portfolio in my style (the contents of which are mentioned in a previous post).&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;You have 5 mins of the readers time. Literally. As such, you're portfolio needs to be 5-6 pages max and those pages cannot be text heavy. Your portfolio is a rapid fire introduction to your writing. For my packet of writing my mentor suggested cutting down my work to a 5 page document. 1: the game bible and a map of the world  2: a scenario 3: screenplay (or a scripted cutscene) 4,5: Storyboard.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Any introductory sections need to be short and sweet, with just enough information to acclimate the reader to your story/world and to provide them the basics needed to understand the rest of your piece. In addition, your introduction needs to sell the game your writing for. Something to think about - what makes your game special? what would make someone want to play it? why are the occurrences/characters/races unique in &lt;span style="font-style: italic;"&gt;this&lt;/span&gt; story?&lt;br /&gt;&lt;/li&gt;&lt;li&gt;A quest (scenario design) should be laid out on one page using ~300 words. Artistic detail and game play management should be left out, stick to the story basics. It's important to remember, that as a writer, you'll be working with a team of artists who'll already know what a location should look/feel like.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;In a cutscene 1 page = 1 minute, therefore, excise any excess description that can be condensed. If you can, shorten a paragraph down to a sentence. Not only will it save paper and the reader's time, it'll make the scene feel more 'real'.&lt;/li&gt;&lt;li&gt;If you're submitting several different writing pieces as a packet use distinguishing font and format. i.e. while a scenario design may be in &lt;span style="font-family: times new roman;"&gt;Times New Roman&lt;/span&gt;, a scene should be written in &lt;span style="font-family: courier new;"&gt;Courier New.&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;About storyboards - "Not necessary, but people have this (wrong) subconscious notion that a better picture means the story is better too... If you've got more time and talent, polishing the drawing wouldn't hurt."&lt;/li&gt;&lt;li&gt;"If you have the dedication to polish and study and polish some more, you'll end up with something fun to read. And one day, with something fun to play." An excellent adage to work by.&lt;br /&gt;&lt;/li&gt;&lt;/ol&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2762039814120001635-2658663192378080947?l=aspiringnd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://aspiringnd.blogspot.com/feeds/2658663192378080947/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2762039814120001635&amp;postID=2658663192378080947' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/2658663192378080947'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/2658663192378080947'/><link rel='alternate' type='text/html' href='http://aspiringnd.blogspot.com/2007/11/further-tips.html' title='Further tips'/><author><name>by Spencer Carroll</name><uri>http://www.blogger.com/profile/03185599777433984323</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2762039814120001635.post-7328627104292138612</id><published>2007-11-08T14:45:00.000-08:00</published><updated>2007-11-08T15:08:43.479-08:00</updated><title type='text'>More links</title><content type='html'>I've promised to keep this updated with every new resource I find, so here's another two links.&lt;br /&gt;&lt;br /&gt;The &lt;a href="http://writerscabal.wordpress.com/"&gt;Writers Cabal Blog&lt;/a&gt; is &lt;span style="font-style: italic;"&gt;filled&lt;/span&gt; with helpful snippets. The majority of the entries are focused on how to deal with co-workers (other writers or programmers/artists). Most of the information may seem to be common sense, but a quick read through offers up a few interesting points that you might have overlooked. In addition, to those of us who've yet to break into the industry, the blog provides a quick glance at what we may be required to deal with and how to do so professionally.&lt;br /&gt;&lt;a href="http://narrativedesign.typepad.com/"&gt;&lt;br /&gt;Stephen E. Dinehart&lt;/a&gt; has a personal blog. He's a Narrative Designer with Relic and while most of his posts are stream of consciousness type rambling... every few sentences he'll throw out an idea or thought that makes you stop and think.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2762039814120001635-7328627104292138612?l=aspiringnd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://aspiringnd.blogspot.com/feeds/7328627104292138612/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2762039814120001635&amp;postID=7328627104292138612' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/7328627104292138612'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/7328627104292138612'/><link rel='alternate' type='text/html' href='http://aspiringnd.blogspot.com/2007/11/more-links.html' title='More links'/><author><name>by Spencer Carroll</name><uri>http://www.blogger.com/profile/03185599777433984323</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2762039814120001635.post-218790082051967004</id><published>2007-11-08T07:16:00.000-08:00</published><updated>2007-11-27T08:30:16.611-08:00</updated><title type='text'>The Application</title><content type='html'>The past six weeks have been a blur.&lt;br /&gt;&lt;br /&gt;Six weeks ago, I had an inspirational epiphany. I finally knew the job I would enjoy doing for the long haul. I've always loved to write, I've always loved video games and I've always enjoyed creating (be it through writing, woodworking or art).&lt;br /&gt;&lt;br /&gt;What started as an exciting dream soon turned into serious pursuit. I've spent the past six weeks consuming all the information I could get my hands on and I've been lucky enough to be in contact with writers in the industry, who have given me wonderful advice and warming encouragement. I've filled notebooks with ideas, samples and drafts. I've created a mountain of scrap paper splattered with red editing ink. I've created, killed and revived ideas, characters and happenings. And finally, I've created a portfolio that I feel proud of. Ultimately, all the work has been geared to land me a job as a narrative designer, but more importantly, I've discovered a passion that has been lacking. I don't want to be a narrative designer because I think it will be cool; I want to be a narrative designer because I truly love the work and want to craft material that inspires, excites and enthralls.&lt;br /&gt;&lt;br /&gt;But I ramble.&lt;br /&gt;&lt;br /&gt;For anyone reading this, who might be pursuing a similar dream, I've listed the breakdown of my portfolio and reasoning for each section.&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;An abridged 'game bible' or game introduction&lt;/span&gt;. I truncated the content of the introductory packet to only include the locations, persons and history pertinent to my other submitted work. For example, while I've created numerous characters, I only provided descriptions of characters that will be introduced in the quests and cut scenes I also submitted. Another important addition to this submission is a brief introduction to the game/world you created. What forces are at play? What is the conflict? [&lt;span style="color: rgb(255, 0, 0);"&gt;Edit: If you're sending in a sample portfolio limit the game introduction to one typed page, providing &lt;/span&gt;&lt;span style="font-style: italic; color: rgb(255, 0, 0);"&gt;just&lt;/span&gt;&lt;span style="color: rgb(255, 0, 0);"&gt; enough information to understand the rest of your work. The readers don't have much time or patience to read through a description of every character, rock and building.&lt;/span&gt;]&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;A sample quest&lt;/span&gt;. It's important to remember that as narrative designers, we're writing for the developer, not the consumer. A prose overview of a quest might be interesting to read but it doesn't provide the necessary information for artists and programmers to recreate the quest in a game. In my sample quest I included...&lt;/li&gt;&lt;ol&gt;&lt;li&gt;A brief introduction.&lt;/li&gt;&lt;li&gt;Locations. Where is the quest taking place and what does that area look/feel like. [&lt;span style="color: rgb(255, 0, 0);"&gt;Edit: It's important to remember that if you work with a developer, the game artists will already know the look and feel of the world/level. As the writer, only mention aspects of the location that are essential to the scenario&lt;/span&gt;]&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Music.&lt;/li&gt;&lt;li&gt;Characters.&lt;/li&gt;&lt;li&gt;Goal. For this, I provide one sentence summing up what the player needs to do.&lt;/li&gt;&lt;li&gt;Action. What steps does the player need to take in order to accomplish the goal?&lt;/li&gt;&lt;li&gt;Flowchart. Lists the actions the player may take and the resulting consequences. [&lt;span style="color: rgb(255, 0, 0);"&gt;Edit: If the scenario is straight forward, leave this section out. However, if you have a scenario with multiple pathways a flowchart can help organize the writing&lt;/span&gt;]&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Notes. Anything additional for the artists or programmers or any other extraneous thoughts.&lt;/li&gt;&lt;/ol&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;A storyboard&lt;/span&gt;. I feel confident in my conceptual art skills, so I added a quick sample storyboard that illustrates the entrance of a character into the scene.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;A cut scene&lt;span style="font-style: italic;"&gt;. &lt;/span&gt;&lt;/span&gt;Cut scenes are written almost exact like movie scenes, so if you're struggling look for sample film scenes. In a cut scene you need to provide information on the camera movements, game effects and dialog. [&lt;span style="color: rgb(255, 0, 0);"&gt;Edit: providing camera moves and FX direction isn't actually the job of a writer. Omit these additions and stick to the dialog and dramatic pacing.&lt;/span&gt;]&lt;br /&gt;&lt;/li&gt;&lt;/ol&gt;Keep in mind two important things. One: I haven't been hired, so I haven't a clue whether this portfolio will land me a job. Two: I purposefully keep the portfolio short. While I have little control over the first point, the second is very important. The hiring managers of a developer simply won't have the time or patience to read through an entire game script. What they need to see are key deliverables (can this person write a quest, a cut scene, back story etc). Submitting too much work might actually work against you because the readers will easily tire of a lengthy submission and might skip over the more impressive sections of your work. Which brings up another key point. Your portfolio will be graded by your weakest section. As such, only submit work that you believe best sells your writing ability.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2762039814120001635-218790082051967004?l=aspiringnd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://aspiringnd.blogspot.com/feeds/218790082051967004/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2762039814120001635&amp;postID=218790082051967004' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/218790082051967004'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/218790082051967004'/><link rel='alternate' type='text/html' href='http://aspiringnd.blogspot.com/2007/11/application.html' title='The Application'/><author><name>by Spencer Carroll</name><uri>http://www.blogger.com/profile/03185599777433984323</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2762039814120001635.post-3151315999946859934</id><published>2007-10-31T07:46:00.000-07:00</published><updated>2007-11-04T11:19:13.305-08:00</updated><title type='text'>Further confusion</title><content type='html'>In an attempt to update my blog with as much valuable information on game writing/narrative design as possible, I'm adding another link.&lt;br /&gt;&lt;br /&gt;Just today I stumbled upon Christy Marx's website, who is a writer for many different genres. Fortunately she's included sample work from games she's worked on. Unlike other writers, Christy seems to specialize in directing scenes and full motion videos (FMVs) with poignent directions for the animators, directors and voice actors. Check out the site &lt;a href="http://www.christymarx.com/gamewriter.htm"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Christy also included an abridged 'Game Bible' which can also be seen as a 'Game Overview': characters, locations, history, etc.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I've also been in contact with Christy and another game writer, asking how to best present a portfolio. In summary, they've said...&lt;br /&gt;&lt;ul&gt;&lt;li&gt;You have roughly 1 minute of the reader's time. If you haven't impressed within that minute... too bad. However, if the reader likes what they see, you might be blessed with five minutes of reading time. The lesson being, only submit &lt;span style="font-style: italic;"&gt;strong&lt;/span&gt; work. Don't include everything you've ever written because it simply won't be read. Instead, send out what you think demonstrates your strongest ability and keep it to a 5 minute read.&lt;/li&gt;&lt;li&gt;Stick to the developers genre. If you're applying to a company that makes fantasy RPGs, send sample fantasy writing.&lt;/li&gt;&lt;li&gt;Some of the best advice I've been give is...&lt;br /&gt;&lt;br /&gt;"Limit your portfolio to a very small reading amount.  Don’t expect them to read more than a couple pages.  Excerpt a 1 or 2-page selection that highlights your ability to tell a story, economically in the medium of your profession.  That can be printed for a nice quality hardcopy.&lt;br /&gt;&lt;br /&gt;Of course extend quality to the presentation of your portfolio, but don’t let the formatting and materials get in the way of the writing (or drawing). They should remember your work, not your paper stock or layout.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The most common form of advice is simply "stick with it".&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2762039814120001635-3151315999946859934?l=aspiringnd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://aspiringnd.blogspot.com/feeds/3151315999946859934/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2762039814120001635&amp;postID=3151315999946859934' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/3151315999946859934'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/3151315999946859934'/><link rel='alternate' type='text/html' href='http://aspiringnd.blogspot.com/2007/10/further-confusion.html' title='Further confusion'/><author><name>by Spencer Carroll</name><uri>http://www.blogger.com/profile/03185599777433984323</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2762039814120001635.post-7352267588324363892</id><published>2007-10-29T14:54:00.000-07:00</published><updated>2007-11-13T07:53:12.560-08:00</updated><title type='text'>The Job</title><content type='html'>I would like to preface this Blog by stating that since I am not (so far) a Narrative Designer, all the information below is strictly from sources on the Internet, people I've talked to in the industry and books. If you can elaborate on any of these points, please do. The more specific information you can provide, the better.&lt;br /&gt;&lt;br /&gt;The job:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Hypothetic&lt;/span&gt;: Hypothetically being a Narrative Designer (ND) involves working on a game from start to finish, creating the necessary history, characters, descriptions and documentation of a game.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;The truth&lt;/span&gt;: Every ND in every software development company has their own job description and duties, as the actual definition of a ND has yet to be defined largely because employing specific writers for a game, instead of using Designers/Producers, is a new step in game development. As games have become more complex, the need for writers to churn out compelling, well-written material has increased. As such, being able to pinpoint a ND's actual job description is so far impossible.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;ND Strengths/Job Tips:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;    Obviously strong writing skills are essential, so be sure to spell check and proof read any of your work before you apply or submit work.&lt;/li&gt;&lt;li&gt;    Everyone in the game industry has great ideas. So simply having an active imagination or a "great game idea" isn't going to land you a job. In fact applying to a job under the pretense of having the next big game idea is simply going to cause you to be overlooked as unprofessional and not knowing what developers need. That being said, ND's are responsible for pumping out loads of material for the software developer artists to work off and for programmers to work with, so being able to constantly produce new, exciting ideas is key.&lt;/li&gt;&lt;li&gt;    It's also important to remember that as an ND, you're writing for the developer, not the player. The material produced therefore is going to be very different than simply writing a story.&lt;/li&gt;&lt;/ul&gt;Resume tips:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Do NOT include the fact that you have a "great idea"&lt;/li&gt;&lt;li&gt;Do NOT include work that isn't pertinent to the job you're applying for. Developers really don't care that you worked at BK for a summer... unless you were writing BK game scripts.&lt;/li&gt;&lt;/ul&gt;&lt;ul&gt;&lt;li&gt;Begin your resume with 2-5 selling points - you have roughly 10 seconds to capture the reader's interest, so don't bore them with academic scores and bland work experiences&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Include any jobs that highlight your team work or writing skills&lt;/li&gt;&lt;li&gt;List pertinent skills that make you unique and strengthen your ND prowess&lt;/li&gt;&lt;li&gt;Demonstrate your interest in games/gaming&lt;/li&gt;&lt;/ul&gt;Valuable links:&lt;br /&gt;   So far in my searching I've discovered very few examples of actual ND work. Below is a compiled list of links on writing types that an ND may be called on to produce, industry tips and other useful information.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Game writing-&lt;/span&gt;&lt;br /&gt;   Will Kalif, a fantasy writer and game designer, has an article posted around the Internet stating how to write a complete game packet to be sold to game developers. The article illuminates eight important aspects of game writing. You can read the article &lt;a href="http://ezinearticles.com/?How-to-Write-a-Video-Game-Script&amp;amp;id=327520"&gt;here&lt;/a&gt;.&lt;br /&gt;   In the article Will stresses that in today’s game development world there is more and more demand for interesting, complex stories. To accomplish the immersion players want, a writer must not only tell a compelling story but also allow the player to choose their own way through that story.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Game storyboards&lt;/span&gt;-   &lt;br /&gt;David Kennerly, a game designer/author/scripter, unlike Will Kalif, has a &lt;a href="http://finegamedesign.com/script/index.html"&gt;website&lt;/a&gt; stressing the importance of game storyboarding and script writing. David was also kind enough to provide sample work that's free to download and view.&lt;br /&gt;&lt;br /&gt;Industry tips-&lt;br /&gt;&lt;ul&gt;&lt;li&gt;BigHugeGames has a very helpful &lt;a href="http://bighugegames.com/jobs_jobtips.shtml"&gt;page&lt;/a&gt; of job industry tips. While the tips are largely for artists the information is pertinent for NDs too.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="style2"&gt;Melissa Brewer wrote up a fantastic &lt;a href="http://www.xtrazone.com/resume/writing-for-the-gaming-industry.html"&gt;article&lt;/a&gt; detailing how to start through how to get the job.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="style2"&gt;Howstuffworks has a simple game creation &lt;a href="http://entertainment.howstuffworks.com/3do.htm"&gt;article&lt;/a&gt; briefly detailing the steps taken to make a game. If you're very new to the game design world take a second to read over the article.&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="style2"&gt;&lt;a href="http://www.gamecareerguide.com/"&gt;GameCareerGuide&lt;/a&gt; is community site dedicated to create dialog between professionals and aspiring workers. Sign-up, join the forums and see if you can't network.&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="style2"&gt;&lt;a href="http://www.errantdreams.com/static/rpg"&gt;Errant Dreams&lt;/a&gt; is a site for tabletop RPGs but the skills need to create pen-and-paper adventures has obvious relevance for console/PC games. Furthermore, there are articles with job tips and 'how-to's.&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2762039814120001635-7352267588324363892?l=aspiringnd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://aspiringnd.blogspot.com/feeds/7352267588324363892/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2762039814120001635&amp;postID=7352267588324363892' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/7352267588324363892'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/7352267588324363892'/><link rel='alternate' type='text/html' href='http://aspiringnd.blogspot.com/2007/10/job.html' title='The Job'/><author><name>by Spencer Carroll</name><uri>http://www.blogger.com/profile/03185599777433984323</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2762039814120001635.post-8976711626852015984</id><published>2007-10-29T14:52:00.001-07:00</published><updated>2007-10-29T14:52:17.415-07:00</updated><title type='text'>The Dream</title><content type='html'>Recently I've been working towards a dream job that I wasn't aware of until last month, to be a Narrative Designer. Like the pursuit of any dream, the journey has been filled with obstacles, new experiences, learning, doubt and hope.&lt;br /&gt;&lt;br /&gt;The hardest part of my pursuit however, has been finding information on what being a Narrative Designer actually entails and furthermore, how to become one. In this Blog I will attempt to post any scraps of knowledge that I've accumulated so far, so that anyone else who follows behind me can benefit from the experience I've gleaned.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2762039814120001635-8976711626852015984?l=aspiringnd.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://aspiringnd.blogspot.com/feeds/8976711626852015984/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2762039814120001635&amp;postID=8976711626852015984' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/8976711626852015984'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2762039814120001635/posts/default/8976711626852015984'/><link rel='alternate' type='text/html' href='http://aspiringnd.blogspot.com/2007/10/dream.html' title='The Dream'/><author><name>by Spencer Carroll</name><uri>http://www.blogger.com/profile/03185599777433984323</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry></feed>
