The advice I often give to aspiring game designers is to join a game jam like Global Game Jam to meet other like-minded individuals and make a game. Game designers aren't solo "idea people" who direct the game development process. Aspiring writers are urged to write, not to get others to write for them, and aspiring game makers should try to make games.
But if there aren't game jams near you, you can certainly learn on your own. There are many game creation tools out there, even ones directed at children. I have seen Scratch games that mimic the mechanics of high-end AAA games.
One of my childhood doodles. |
To me, the text-based adventure games felt like a natural extension of my creative writing pursuits. The interactivity and branching narrative of text-based adventure games didn't seem foreign to me because of the games I played and the Choose Your Own Adventure gamebooks I was reading.
Besides digital games, I was fond of drawing elaborate mazes, writing crossword puzzles, and modifying multiplayer tabletop games like mahjong.
While I didn't expect to working in game development after college, I can see how my early interest in games led me to where I am now. Fresh out of film school, I wanted to be where the frontiers were in new media and writing. I had grown up with these interactive and non-linear stories and I had created my own. I decided that I wanted a career in game development.
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.
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