The kind folks at the WGGB have put the video of the panel I was part of, as well as the other four in their festival of game writing, up on line. If you’re interested in learning about various aspects of game writing from some of the sharpest minds in the business (and me), go here and get your knowledge on.
Had a great time today on the WGGB online panel on transmedia. Big thanks to my fellow panelists -Leah Muwanga-Magoye, Corey Brotherson, and Mikko Rautalahti, as well as superb moderator Antony Johnston. And finally, a thank you to Andrew Walsh for putting the whole thing together. It was a great conversation with some extremely practical takeaways for those of us who dabble in transmedia work (like me – or have you forgotten that Ghost Recon novel so soon?) There were excellent questions from the audience, which always helps one of these things move along. As for me, the takeaway I’ll carry with me is Leah’s insistence that you know your medium – sound practical advice that too many people forget when the rubber hits the road.
Thanks to anyone who came out and joined us, and if you didn’t but would like to catch up, hopefully this will be posted (minus the technical difficulties at the beginning) soon.
I’m very happy to announce that my story “Unhaunted House” is up and available for listening at PseudoPod. The fine folks there do a wonderful job of picking horror fiction for your listening pleasure, and I’m honored they’ve selected a story of mine for the third, yes, third time. So give if a listen – it’s a short one – and then look very carefully at your lawn before you mow it again.
So this is it, my redesigned web page. Welcome one and all, and I hope you find the content contained herewithin to be reasonably amusing.
As for myself, I’m Richard Dansky, scribbler of various things. For my day job, I write and videogames for Ubisoft. Some of them, you might have heard of – Tom Clancy’s The Division and The Division 2, for example. Anyway, I’ve been writing and designing video games – mostly writing these days – for 20+ years at the Red Storm Entertainment studio. I am humbled by some of the great folks and studios I’ve gotten to work with, and I’ve had a chance to write for franchises including Rainbow Six, Ghost Recon, Far Cry, HAWx, Might & Magic, and Driver.
I’m also a big proponent of supporting the video game writing community however I can. Among other things, that means serving on the Advisory Board for the Game Narrative Summit at GDC, and serving as the judge for the Student Narrative Competition at that show. I also curate the narrative programming track at East Coast Game Conference in Raleigh, NC every year, and I’ve contributed to several books on video game writing.
But that’s the day job. By night I write fiction, mainly horror. I’ve published seven novels and one short fiction collection, which has a cover by brilliant Sandman and Doom Patrol artist Richard Case. My most recent novel is Ghost Recon: Wildlands: Dark Waters, a tie-in to the video game Tom Clancy’s Ghost Recon: Wildlands. But if like ghost stories about video games or haunted farmhouses, I’ve got something for you as well.
Before getting into video games, I worked in the tabletop RPG industry with White Wolf Game Studios. At this point I have over a hundred credits for projects I’ve written, designed, or otherwise contributed to in the Classic World of Darkness and Aeon universes. I mostly worked on Wraith: The Oblivion, but you can also find my work in Vampire: The Dark Ages, Vampire: The Masquerade, Werewolf: The Apocalypse and several other games. Most recently I wrote for and developed Wraith: The Oblivion 20th Anniversary Edition, of which I am inordinately proud.
And that’s me professionally. Personally, if you keep reading in this space, you’ll probably hear a lot about the following topics: single malt scotch whisky, sasquatches, baseball, and crazed attempts to make sorbet in the middle of the night. If that sounds like your kind of thing, stick around.