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Each month, industry veteran Tom Sloper provides career guidance to game biz wannabes, newbies, and junior professionals with the goal of helping them break into the industry, and stay in. Submit a question to Tom for developer-oriented advice in this column (IGDA members only).

 

Tom Sloper
by Tom Sloper

Writing's on the Wall (October 2003)

Dear Tom,

I've noticed that the story text and voice-over dialogue in most games sucks. I am certain that I could add a lot of value to a game company that uses story and voice in their games, but I'm not certain how to go about it. I'm a recent high school grad, and I've been seeking employment at the game companies in my area (unsuccessfully so far, but I have hopes). I've been resisting my parents' urgings that I go to college. Maybe I should stop resisting? And if I do go to college, what should I study?

Bill Twitchlance


Dear Bill,

You should go to college, absolutely! Especially if your parents can help you make that happen. Higher education isn't only about what you learn (and you do learn quite a lot), but also about applying yourself. Most of us just kind of get through high school, studying general topics we'll need in life, because we have to. But going to a college or university gives you a chance to focus on a discipline that will be important in your chosen vocation.

Since you have been noticing (and critiquing) the writing in games, and have an interest in writing yourself, you should most definitely study writing. I recommend that you take classes in a variety of types of writing - fiction, nonfiction, journalism, technical, screenwriting, playwriting, etc. And you should study literature and mythology. If you find yourself doing very well in those classes and enjoying yourself, you might even want to major in it. If you get high praise from your teachers for your writing ability, you could explore careers in writing - especially story writing.

But a writing major might not help you get a full-time job at a game company. Most game companies don't have full-time positions for writers, except maybe in the marketing department (where they write box copy, ad copy, instruction manuals, and web copy). Many game companies hire writers for short freelance gigs, using professional screenwriters and such, rather than keep a full-time story writer on board.

So there are two ways to get work writing for games. First, by being a professional writer with credits in film or TV, and making yourself available to game companies for freelance gigs. Secondly, by working full time at a game company, then making your writing abilities known, so you can be temporarily assigned to writing assignments when they arise.

So while you take classes in writing, you might want to major in programming, graphics, marketing, business, management, or technical support, so you can get hired by a game company, if you want to work full-time at a game company.

Final thought. When you interview with the game companies, don't tell them you think most game writing sucks. Interviewers tend to react negatively when they've been insulted by the interviewee. Oh, nice play on "Shakespeare" in your screen name, by the way. There's nothing wrong with using real names in cyberspace.


 

Please note that there is no guarantee that Tom will be able to respond to all the questions he receives. It is up to his discretion which questions he uses for this column. For further advice and resources, check out the IGDA's discussion forums, the Breaking In web site and the Students & Newbies Outreach section.

 

Tom's Bio

Tom Sloper's game biz career began over twenty years ago at Western Technologies, where he designed LCD games and the Vectrex games "Spike" and "Bedlam". There followed stints at Sega Enterprises, Rudell Design, Atari Corporation, and Activision. In 12 years at Activision, Tom produced 36 unique game titles (plus innumerable ports and localizations), designed four games, and won five awards. Tom worked for several months in Activision's Japan operation, in Tokyo. He is perhaps best known for designing, managing and producing Activision's "Shanghai" line. He is currently consulting, writing, speaking, teaching, and developing original games. Find out more at Sloperama.

© 2003 Tom Sloper. All rights reserved.