Panelists at Nanocon, including Rich Graham, far left, Jeff Howard, far right, and Seth Hudson, in tie.
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Hudson, who teaches writing for games at George Mason
University in the Computer Game Design Program, gave a talk to
prospective game designers on making writing a component of their quest for
success in the industry. His talk,
lively, interesting, full of references to games, movies, and books, prompted
laughs, recognition, and questions at the conclusion.
My notes on his talk are as follows.
Stop writing the
same thing
Respect yourself
(and your audience) enough to edit
“Tell me
something, then tell me why I should care.”
Kamholtz (It’s the “so what?”
question)
3-act structure
context, goals
conflict resolution
Volder’s Hero’s
Journey
“It’s theory, not
a formula.”
Academic
paper: Specific, Contextualized, Useful
Observing
conventions
Realize that audience is the real key
(audience and user)
Writing classroom
Audience
driven: if it’s not written down, it
doesn’t count. Both academic papers and
creative ones need to keep audience in mind.
Collaborative: learn to give criticism; you get to be a
better judge of your own work (always be reading other people’s work). Criticism as a series of questions—why did you
give that character that dialect.
Digital feedback as an extension of critical commentary. Everyone gets better in collaboration.
Iterative: Developing voice. A long process. “Writing is revision.” Shitty first drafts. Writing a shitty first draft is easier than
writing a good one.
Portfolio-centric: focus on collective work. NP (not proficient) grades. Formative assessment vs. summative. Formative is how you are developing;
summative is what’s at the end of the process.
The identity comes from a lifetime of experience, not just their
collective course content. Passions
beyond technical skill set students apart from others in their field. Studios
look for people who have higher order skills that are hard to display on a
resume. (Swacha et al 2010). Communicate a lifetime of experience.
Writing classroom
as a preparation for collaborative game projects. Power of reflection and criticism.
Find out what
works, establish a voice, overcome your fears.
Judge the work,
not the person. Avoid the “you suck.”
Teach responding.
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