Video Game Writing 2: Implementation
Video Game Writing 2: Implementation is an Intensive, meaning it happens in a short time span (1 day in NYC, or 2 days on Zoom, or 3 weeks Online). The course includes a mixture of lectures and exercises. It’s open to writers of any level. Farther down, you can view a syllabus for this course.
If you feel you’re solid with the basics of video game writing, you may go straight to Video Game Writing 2. If you’re in doubt about this, start with Video Game Writing 1; it will be valuable even if some of it is review.
Video games have exploded into our culture (sometimes literally), earning double the annual revenue of movies. They have also become wondrously diverse, ranging from shoot em’ ups like Call of Duty to sophisticated stories like The Last of Us to offbeat indie games. Simple ideas like “avoid ghosts” have evolved into complex storytelling not unlike what you find in literature and drama.
Video games require writers, but they must understand storytelling craft as well as the games’ multidimensional and technical demands. Here you’ll learn about structuring a story, crafting a script, world-building, characters in gameplay, and the intricacies of the medium.
We’ll show you how to write (and create) awesome video games, be it a sweeping epic or a time-killer for your phone.
If you’re interested in writing for games and game design this class is awesome.
visual effects manager
More Covid details
This course gives an overview of the how to implement a video game script. Course components:
New York City/Zoom classes
The syllabus varies from teacher to teacher, term to term. Many topics will be similar to those covered in the Online classes.
Writing the Script: Dialogue. Character voice. Scene construction. Long and short questions. Script formatting. Types of scenes—CGI cutscenes, in-engine cutscenes, scripted events, incidental dialogue.
Narrative Design 1: Assets and Writing: Understanding the totality of the game experience. Exploration of game “assets”—art, music, animation. The “feel” of a game.
Narrative Design 2: Working in Levels: Narrative design principles—writing as reward, lingering, the feedback loop. Storytelling in linear levels and open world levels.
David Kuelz has written or consulted for over a dozen videogames, comics, and films, including Starship Commander (Dreamhack 2018: Best VR/AR Experience), AVARIAvs (GDC Play 2018: Best in Play) and Into The Dark: Nakaran (Bit Awards 2018: Mobile Game of the Year). He has spoken spoken at Princeton University, TED, Montalvo Arts Center, and The Srishti Institute of Art, Design, and Technology. He holds a BFA from Pace University.Read more
has written or consulted for over a dozen videogames, comics, and films, including Starship Commander (Dreamhack 2018: Best VR/AR Experience), AVARIAvs (GDC Play 2018: Best in Play) and Into The Dark: Nakaran (Bit Awards 2018: Mobile Game of the Year). He has spoken spoken at Princeton University, TED, Montalvo Arts Center, and The Srishti Institute of Art, Design, and Technology. He holds a BFA from Pace University.