August Recap

So here’s what went down last month. I:

  • Attended GenCon as part of the Writers Symposium, where I moderated 8 panels, met and hung out with lots of great folks, and had a wonderful time. Also, I got to go on a small private tour of the Ray Bradbury Archives and was able to both touch his writing desk and hold his (replacement) Emmy for The Halloween Tree.
  • Started a Patreon. There’s free content, there’s paid content, there’s all sorts of content!
  • Went down to local festival Pop!-Con and had a great time. Sold books, talked to folks, and met a tiny owl named Galadriel who had apparently ridden against her will from Nebraska to North Carolina trapped in the front grill of a semi. That’s one tough bird.
  • Got published in issue 1o of legendary noir magazine Dark Yonder with my first true non-supernatural noir story, “Competitive Advantage”. I’m pretty sure that’s also the only piece of fantasy baseball-themed noir ever written, much less published.
  • Set up a couple of talks in New York State for September, one at RPI and one in Utica.
  • Agreed to speak at IGDC in Chennai, India in November.
  • Did the launch party for The Video Game Writer’s Guide to Surviving an Industry That Hates You at Yonder Cocktail Bar in beautiful Hillsborough, NC, Had a full house of wonderfully supportive friends and readers, and I am thrilled with how it went.
  • Launched The Video Game Writer’s Guide to Surviving an Industry That Hates You to what is apparently a really strong audience response. Last I checked, it was the #1 New Release in Game Design at Amazon, and was top 10 (as high as #2) in one specific category and top 50 in two others.
  • Finally got the ongoing piddling refrigerator saga dealt with.
  • Attended and sold books at legendary local music festival ProgDay, where I got to hang out with, among other people, the guy who’s played keyboards for Renaissance for the last 8 years.

Pretty sure there was other stuff in there, but I think that’s a good start.

Now, deep breath, and then September.

A Slight Change of Plans

As part of the recent Microsoft Massacre, I find myself with a lot more free time on my hands. The project I was working on at Romero Games was canceled, and as a consequence of that, I’m out of work at the moment.

I feel terrible for my team, who are a fabulous bunch of people, and I am sad that the project we were working on might not ever see the light of day. Because, well, it was going to be awesome.

But, time to go forward. The leadership of Romero Games is reaching out to publishers to see if there is interest in bringing the game to market, so with luck, that will be a thing. If not, well, I am lucky enough to have a bit of a cushion – you don’t work in games for a couple of decades without planning for the unexpected – and I am going to take some time to decompress, recharge, and work on personal projects. I’ve got Necon coming up in a week, I’ve got GenCon and Pop!Con and ProgDay after that, I’ve got a brilliant and lovely girlfriend who lives far away whom I’d like to spend more time with, and there’s a whole mess of stuff around here, both in terms of my house and just things to do in North Carolina that I have never done, all of which will keep me busy for the foreseeable future.

So, that’s the plan for now. I’ve got all that to do, and some personal projects happening, and then there’s the launch of The Video Game Writer’s Guide to Surviving an Industry That Hates You, and the graphic novel is ongoing, and I should be getting edits on my novel Nightmare Logic from the publisher soon, and….as the marvelous Ellen says, “How did you have time to hold down a day job anyway?”

But stay tuned, there’s more news coming.

Tally Sheet

Last year was a little bit of a lull for me, writing-wise, as I concentrated on laying the groundwork for new projects and personal matters. But, I vowed to hit the ground running in 2025, and I like to think I have done that.

So far, I have done the following:

  • Started a new job as Narrative Director at Romero Games, and I am having a blast doing so.
  • Written the bulk of the manuscript for The Video Game Writer’s Guide To Surviving an Industry That Hates You, and done edits and final proofs.
  • Finalized the concept and wrote the script for my first graphic novel, a 124 page horror comic for the French publisher Delcourt, done in conjunction with the legendary Matz.
  • Finalized the contents of a new short story collection, including an all-new Reb Palache story.
  • Wrote 7 short stories so far and counting.
  • Managed to pump out 2 essays a week on game narrative and writing over at LinkedIn
  • Laid the groundwork for a few more upcoming projects.
  • Promised to kill at least one person horribly in a story or novel for charity.

I’m now gearing up for starting another novel, and I have a few more stories in progress I need to complete. And there will be at least two big announcements coming up before the end of the year.

No rest for the wicked, or their typing fingers.

The End (of the Manuscript) Is Nigh!

I am rapidly closing in on the finish line for my first full non-fiction book (unless you count uncredited work in various video game-related projects), The Video Game Writer’s Guide To Surviving An Industry That Hates You. It’s a book that I jokingly tell people that I have been writing for 25 years, but there’s a kernel of truth to that.

What the book is, is a guide to navigating the ins and outs and day to day of being a working video game writer. Very little of it is about how to write. Most of it is about how to survive as a writer, navigating team dynamics, deliverables, feedback loops, career building, and more. In other words, it’s about the stuff they don’t and largely can’t teach you in school.

I’ve been doing this a long time, and at times it feels like I’ve hit every pothole on the professional road. Now, though, I am at a place in my career where I can dispense some knowledge in good conscience with the hopes of hoping other people out. I don’t claim to know everything, and I know my circumstances have been weird even by the standards of the video game industry. But I have been there for some big games and some big moments and some big disasters, and I have some stories to tell that I think will simultaneously amuse and instruct.

In any case, I have completed the first draft of the manuscript and sent it to readers for feedback. This, I am already in the process of incorporating. With luck, what will emerge will be equal parts entertaining and educational, clear-eyed and encouraging.

We shall see…