Hey everyone, thanks for taking part in the AMA today about writing for video games and interactive storytelling. Before we get started, here's a little bit of info about me.
I have been in the games industry for thirteen years. During that time I have worked as a writer for a number of studios & publishers all over the world including - Electronic Arts, CD Projekt, Ubisoft, Activision, Warner Bros, & Deep Silver to name a few.
I've had the pleasure of working on some truly incredible games & IPS such as Lego City, Call of Duty Vanguard, Assassin's Creed Odyssey, The Witcher 3, and more. This leads me to where I am today as Narrative Director for Electronic Arts working on the recently announced Iron Man game.
Outside of my game industry career, I have written a myriad of other things including tabletop roleplaying game supplements, short stories, comics, TV episodes, and feature film scripts. I love writing and telling stories, and I love the challenges that writing in different mediums offers, but the interactive element of video game narratives is what keeps me excited about the industry.
But enough about me, now it's your turn! So please do ask any and all questions related to writing for video games and interactive storytelling. I'll try to answer everything openly and honestly, but please refrain from asking about specific projects or studios as I generally can't speak to any of that.
Well they're not that good at movies, so maybe this will work.
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Shadow Dragu-Mihai, Esq., Ipg Oh my, do I detect a little cynicism there, Shadow?
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That's so interesting! Thank you for sharing, Geoff Hall!
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Ashley Renee Smith thank you kindly, Ashley.
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I remember the the VCR was going to destroy the movie industry. Didn't happen. It expanded the industry. Some technology that threaten creators should be regulated. But technology that offers audience...
Expand commentI remember the the VCR was going to destroy the movie industry. Didn't happen. It expanded the industry. Some technology that threaten creators should be regulated. But technology that offers audiences more choice - the customers - should be tried and respected. As long as the creative community is properly compensated then new models of reaching people can be explored. It's about the creators and the customers.