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An article on writing, but working at a publishing house and having an art degree, i've found that there are certainly many helpful overlaps in all things creative.
Taken from a marketing site, but still applicable to most creative ventures:
1. Don’t Over Think It“…I learned not to think about anything I was writing from the time I stopped writing until I started again the next day.”
Hemingway learned how to turn off. This is a particularly tough lesson for marketers, who often fixate on their work. Yet, turning off can help you find clarity that will make your work the next week better.
2. Get Good EditorsEzra Pound. Gertrude Stein.
Hemingway’s remarkable talent often overshadows the stellar advice he received. This was a guy who hung around with F. Scott Fitzgerald.
Having good editors, fellow sharp marketers, whom you can’t bounce ideas off of is invaluable. Find someone who will give you real feedback on your content.
3. Read“When I was writing, it was necessary for me to read after I had written. If you kept thinking about it, you would lose the thing you were writing before you could go on with it the next day.”
Hemingway read some of the greats as he worked on his own novels.
If you’re stuck on a particular piece of content, consider taking some time off to ingest other’s content. This will give you time away from your work (remember tip 1) and learn from peers. It might inspire you.
4. Get Out Among People“It was easier to think if I was walking or doing something or seeing people doing something that they understood.”
It can be easy to forget that your content is going to be read by people, not just buyers and businesses. It’s important to remember those human emotion, reason and traits.
An easy way to remind yourself is to just get out of the office and be around people.
5. Remember Your Success“I would stand and look out over the roofs of Paris and think, ‘Do not worry. You have always written before and you will write now.’”
When you’re stuck on a project or a campaign falls flat, you get discouraged. It happens to everyone.
Don’t get too down. Remember what’s worked for you in the past. What did you do differently? What made it successful? Remember you’ve done it before. You can do it again.
Game Design Logs (Danc) Format for Game Design Specifications (Tom Sloper) Game Concept & Design Document Template (Micah Hrehovcsik) Game Design Document Outline (Mark Baldwin) Game Design Document Template ( Chris Taylor) How to Write Great Design Documents (Damion Schubert) Outline for a Game Design (Tom Sloper) The Anatomy of a Design Document (Chris Charabaruk) Video Game Design Document Template The Two C's of Video Game Design Efficient writing for video games
As an example, this is what one dev. team is looking for in a Lore Writer (from the Broken Buttons team of http://www.blamethecontroller.com/ ) :
"First off I would like you to create a weapon, armor, or object and write about it. I don’t want a flimsy tale of what the thing does, I want details on all levels, how it was made, who it was made by, why it was made, what it’s made of, what culture made it, etc. This does not have to do with Minecraft! [Broken Buttons does Minecraft-related content, but are not connected to Mojang]Next I want a side quest that we could potentially use in Kingdom of the Sky 3. This does not have to do anything with the story line of the other two games however it can. You will need to name the quest, tell us what the player has to do, the journey, the reward etc. Then I will ask you to write lore on the story and why it is there. This is not a place for quests saying “Get the cat out of the tree” I want deep stories with rich lore. These quests must be unique and cannot be dull such as killing a certain amount of mobs or something along those lines.Alright here is where I stop talking and you take over letting your creative imagination flow into words which you will type on this sheet. Good luck!Copy below here:------------I am over 16: I understand that I am required to have Teamspeak installed:Item/Weapon/Object:Lore:Quest Name:What is the Player expected to do:Difficulty:Reward(s):Lore: "
The above opportunity
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