Austin Game Developers September 15-17, 2008 Austin Convention Center Austin TX

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August 19, 2008

The Writing Track for Game Designers

By trade I am a game designer; my storytelling is done through gameplay not writing – my day-to-day tools are game mechanics, balance, animation, interaction, controls, music, and sound. But I am also passionate about putting the player in their own unique story, with a believable immersive setting, characters, and deeper themes - as part of a complete gameplay experience.

This is the only conference that I know that has a specific focus on game writing - it isn’t a sideline or an afterthought – it is the central focus of an entire track. Designers can see what is possible, get in touch with the best stories and writers in gaming, and soak up the creative processes that studios are using to make that one of a kind experience that players will remember and talk about for years.

As a game designer I want to provide emotional adventures to my players that they feel like they have really lived – with richness and depth and peak experiences. That is why I (the non-writer) got involved with the advisory board for this conference. Every good game designer should learn more about storytelling. Ever writer who wants to do game writing should learn more about creating the best interactive experience possible – and you only get that unique mix with AGDC Game Writing.

There were so many fantastic proposals for talks and panels this year – take a few minutes to see which ones ignite the storyteller in you or the game designer in you – I guarantee there is plenty for both.

-Mark Terrano www.hiddenpath.com

June 16, 2008

Writers Blog: ''The Future of Storytelling in Games''

Welcome back to Austin writers.

Breakthroughs in technology have changed the way that stories are told in games. With this in mind, the advisory board has been hard at work developing sessions where you can connect with other writers to explore what is currently happening, what to expect soon and what is possible on the horizon of interactive storytelling.
We have tailored all sessions to fit specifically into one of our three days.

In other words, each day has a theme, and sessions are tailored specifically to one of those days!

So, for example, these three sessions do a nice job of illustrating how the sessions work together to tell a story over the course of the conference.

Tom Abernathy's talk on character development is a Day One topic. ''The Future Is Now: A look at how this year's crop of games is breaking the storytelling mold in games''

Patrick Redding's game-writing challenge is a Day Two topic

And finally, Adrian Hon's talk is a Day Three topic. ''The Future Is Yours: A no-holds-barred look at what's possible in the world of interactive storytelling''

Read more details on the writing track here: http://www.austingdc.net/writing/index.htm

Check back soon for more.

 
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