For SXSW, we have panels about emergent narrative, immersive story worlds, and designing games for social change.
Monday, November 16, 2020
Vote for 2021 SXSW and SXSW EDU PanelPicker Ideas!
Tuesday, September 8, 2020
2020 Women in Games Hall of Fame Awards
Hi! I'm thrilled to be shortlisted for one of the 2020 Women in Games Hall of Fame Awards and I am particularly excited that I can spotlight learning games and serious game development within the global game industry. Although we've been confined to virtual conferences, it's been great to share my knowledge this year at LudoNarraCon, GamerJibe Career Fest, and the Freelance Writing Success Summit.
Women in Games is a non-profit organization for women in video, mobile, online games, and esports that is dedicated to empowering women to reach their full potential.
If you would, I would appreciate it if you would register and vote for me (and 5 other deserving women.)
Vote here: 2020 Women in Games Hall of Fame Awards
Voting ends September 10, this week!
Sande Chen is a writer and game designer with over 15 years of experience in the game industry. Her writing credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing. She is the co-author of the book, Serious Games: Games That Educate, Train, and Inform, and was a contributor to Secrets of the Game Business, Writing For Video Game Genres, and Professional Techniques for Videogame Writing.
Wednesday, August 12, 2020
The Evolution of Digital Storytelling
In this article, game designer Sande Chen reports on Sam Barlow's presentation at PLAY NYC, in which he describes how the digital world is transforming the art of storytelling.
Speaking at PLAY NYC on August 11, 2020, Sam Barlow, the mastermind behind the award-winning games Her Story and Telling Lies, explained the sweeping changes that have occurred in storytelling in his presentation, "The Death of the Container: What TV and Movies Should Learn from Video Games."
Wednesday, July 22, 2020
VR and Galaxy's Edge
Years ago, I was interviewed by Disney Imagineering for an internal documentary on design. I pointed out that level designers of video games are often inspired by amusement parks. Amusement parks are designed to lead visitors through a physical space. Imagineers call this "physical storytelling" or "narrative place-making," which sounds very similar to what we would call environmental storytelling.
In creating the theme park Star Wars: Galaxy's Edge, the Imagineers wanted to know the details of objects as small as doorknobs or rusty wires. They wanted visitors, whether they were hardcore fans or casual attendees, to be fully immersed in the land. In other words, they wanted this world to be feel alive.
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| Galaxy's Edge CrispyCream27 / CC BY-SA (https://creativecommons.org/licenses/by-sa/4.0) |
Disney also used VR to design the rides at Galaxy's Edge. Designers used VR headsets while in a vehicle. The display shows all the visuals and the controls. The simulation helps the designers experience the ride before it's even built.
Just another example of a "serious" game!
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
Wednesday, July 15, 2020
Dear Daughter: A Quarantine Essay
This personal essay grew out of a desire to record the rapid changes happening in the world and in my life. While the pandemic has certainly been stressful, I also found life-affirming moments by seeing, feeling, and experiencing firsthand the ups and downs of parenthood, especially during the time when my daughter entered toddlerhood. As an educational design expert, I feel like this time alone with my daughter has not only been incredibly valuable, but also magical.
I want to thank those who have provided feedback and encouragement: Phi Beta Kappa NY for its Quarantine Stories session, my colleague Juliana Loh, my fellow writers from my USC writing circle, and Alia Wilhelm from Nearness.
I don't often write personal essays, but in 2019, I did a reading of 3 personal essays about growing up in the Hudson Valley area. "The Writer in Westchester" was part of a performance put on by Tutti Bravi Productions called Where the Heart Is: Reflections of Home in Westchester.
Here's the link!
"Dear Daughter" Words by Sande Chen
You will not remember this year, your mother knows, but one day you will read this letter and see it as a record of your resilience
https://www.nearnessproject.com/dear-daughter
Sande Chen is a writer and game designer with over 15 years of experience in the game industry. Her writing credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing. She is the co-author of the book, Serious Games: Games That Educate, Train, and Inform, and was a contributor to Secrets of the Game Business, Writing For Video Game Genres, and Professional Techniques for Videogame Writing.
Friday, July 10, 2020
Game Idea Lists
In writing classes, students sometimes are asked to journal or write daily. Similarly, game design students may be asked to generate lists of game ideas or mechanics. The idea is to promote accountability and consistency with a daily assignment. In fact, well-known game industry professionals have mentioned this practice before at conference talks.In 2008, Patrick Curry, now CEO of FarBridge, spoke about generating 52 game ideas in 52 weeks as a lead designer at Midway Games. The talk is available free at GDC Vault and the transcript is here. As he explains, he became an "idea sponge" because not only did he have to come up with game ideas, he had to sift through them and decide which were viable. He described the benefit of doing this even on bad days or with ideas you don't necessarily like because as a professional game designer, you have to stay productive.
You can still look through Patrick Curry's 52 game ideas and comment on them. As you can see, they are brief but still explain how to play the proposed game.
While Patrick Curry had his own rules for which game ideas would be acceptable, you can come up with your own rules. This game enthusiast's site, Three Hundred Mechanics, is about coming up with novel game mechanics.
Is this something you've considered doing or have done? Let me know in the comments!
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.
Friday, July 3, 2020
A Vision of CYOA Future
Whitta has written for The Walking Dead game and said that game designers try to include a player decision every 26 seconds, but if it were really true-to-life, he mused, decision-making would be every second.
Speaking of role-playing games, he hoped that in the future, NPCs would include more adaptive AI so that their responses would sound more improvised and less scripted.
He marveled how it would be if a player could talk to any NPC and not just the ones with ! on top of their heads. A player could end up getting involved in numerous stories within one game world.
Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.







