Writing for video games can include everything from coming up with an original story to figuring out twenty different versions of "I've been shot!" It's a demanding task, combining elements of roleplaying writing, scriptwriting, and imitating the Voynich Manuscript. I've been lucky enough to work on titles ranging from Rainbow Six 3 to Outland, and each time the experience is different; different games demand different approaches, content, and levels of input. The only constant is that you're trying to make your writing one part of a cohesive game experience for the player – part of making sure the player has fun.

Please bear in mind that I can't tell you everything that I'm working on, or even what I'm doing sometimes on projects that have been announced. I will, however, provide updates as soon as I can on projects that are newly released from under their veil of secrecy. And yes, that means there are things I'm working on - lots of things I'm working on - that either I can't officially claim a credit on, or which can't be talked about...yet.

Video Game News:

  • Splinter Cell: Blacklist comes out August 20th!
  • Feedback on the Game Writers' Round Tables at GDC this year was great! Thanks to everyone who participated, and I swear, I'll have the notes to you soon.
  • Congratulations to the newest members of the Board of the IGDA Game Writers' SIG: Toiya Finley, Matt Forbeck and Tobias Heussner.
  • Huge thanks to all of the wonderful speakers we had at our inaugural writing track at ECGC this year! Tracy Seamster, Mur Lafferty, Steve Long, Jeremy Bernstein, Alex Kain, Matt Forbeck, Jonathon Myers and Jay Posey, thank you! You knocked it out of the park.
  • It's looking like I'll be showing up at NanoCon again this year. Second time's the charm!

Video Game Credits (Partial):


Tom Clancy's Splinter Cell: Blacklist Lead Writer
Tom Clancy's Splinter Cell: Conviction Writer
Tom Clancy's Ghost Recon: Future Soldier Writer
Tom Clancy's Ghost Recon Online Story
Outland Writer
Tom Clancy's H.A.W.x.2 Additional Writing/Editorial Assistance
Tom Clancy's EndWar Additional Writing
Tom Clancy's H.A.W.x. Additional Writing/Editorial Assistance
Rainbow Six: Vegas 2 Editorial
Ghost Recon Advanced Warfighter 2 (PSP) Departmental Management
Splinter Cell: Conviction Writer
America's Army: True Soldiers Departmental Management
Blazing Angels 2: Secret Missions of World War II Writer
Ghost Recon Advanced Warfighter 2 (Multiplayer) Departmental Management
Splinter Cell: Double Agent Writer
Red Steel Dialogue
Rainbow Six: Vegas Editing
Blazing Angels: Squadrons of World War II Writer
Rainbow Six: Critical Hour Writer
Dark Messiah of Might and Magic World Designer/Writer
Heroes of Might and Magic V World Designer
Ghost Recon: Advanced Warfighter (Multiplayer) Departmental Management
Ghost Recon 2: Summit Strike Departmental Management
Rainbow Six: Lockdown Departmental Management
Ghost Recon 2 Departmental Management
Cold Fear Writer
Rainbow Six: Black Arrow Writer
Ghost Recon: Jungle Storm (N-Gage) Writer
Far Cry: Instincts Co-Writer
Ghost Recon: Jungle Storm (PS2) Writer
Far Cry (PC) Dialogue
Rainbow Six 3 Co-writer
Raven Shield: Iron Wrath Writer
Raven Shield: Athena Sword Writer
Rainbow Six 3: Raven Shield Writer
Rogue Spear: Black Thorn Additional Writing (Uncredited)
The Sum of All Fears (GBA) Scripting
The Sum of All Fears (PC) Writing & Additional Design
Ghost Recon: Island Thunder (PC) Lead Designer
Ghost Recon: Desert Siege Lead Designer
Ghost Recon (PC) Manual
Freedom: First Resistance Lead Designer
Shadow Watch Additional Writing

Writing About Game Writing
As part of the initiatives for the IGDA Game Writers' Special Interest Group, I'm one of the co-authors of a book on video game writing published by Charles River Media. The book, entitled Game Writing: Narrative Skills for Video Games, features authors including James Swallow, Andrew S. Walsh (X3: Reunion), Ernest Adams, Rhianna Pratchett (Tomb Raider), Ed Kuehnel (Leisure Suit Larry: Magna Cum Laude) and more.

The second book from the SIG, Professional Techniques for Video Game Writing, is now out. Edited by Wendy Despain, it's available online and at better bookstores everywhere. My contribution was a chapter on script doctoring. You can read one of the more glowing reviews here. The third book in the sequence, Writing For Video Game Genres: From FPS to RPG, is now available for pre-order.

The Game Narrative Summit
The Game Narrative Summit, the premier conference for videogame writing, has successfully transitioned from Austin to the main GDC conference in San Francisco. This year's conference was the most successful yet, with talks from luminaries like Corey May, Warren Spector, Jesse Schell, Susan O'Connor and many more. I am proud to be a member of the Advisory Board for the summit, and particularly proud to be closely involved in our student narrative competition

2013 marked the first year of a writers' track at the East Coast Game Conference in Raleigh. I responsible for putting together the programming, which covered two days' worth of sessions. It was a successful launch, thanks to some wonderful speakers, and I look forward to next year.

I spoke at E3 2006 as part of a panel on "Perfecting the mix of story, character development, and interactivity" with such notables as David Jaffe (God of War), Marc Laidlaw (Half-Life and Half-Life 2) and David Cage (Indigo Prophecy). You can read Gamasutra's take on the talk here.

2013 marked the seventh year for the Game Writers' Roundtable at GDC. For the first time, sessions were broken out by level of expertise, and the results were hugely successful. Big thanks to everyone who attended and participated!And I promise, I will get those notes out to you.

For several years, I had the honor of serving as one of the executives of the IGDA's Game Writers Special Interest Group. The group functions to serve as a resource for video game writers, and to promote the craft of game writing. You can find more, including the group's white paper on the basics of game writing, on the SIG's website and the well-received and Frontline-nominated Game Writing: Narrative Skills for Video Games. While I'm no longer one of the executives, I continue to support and participate in the group as it moves forward.

Project Horseshoe
In 2006, I was one of the attendees of the initial Project Horseshoe, a small conference on game design hosted by the legendary Fat Man deepinthehearta Texas. (Scorpions, no. Drunk squirrels, yes. It was Texas.) I spent the conference working as part of a small team tackling issues of the legitimacy of games as media form, and deeply enjoyed the experience. Being in a room with that many big brains, many of whom were responsible for games I've known, loved, and spent countless hours on over the years, was one of the highlights of my career in games thus far.
And to prove I was there, here's a picture of me playing "Hey, That's My Fish!"

Needless to say, I went back in 2007 and 2008, though the incriminating photos have yet to surface. I think.

Speaking At Conferences
In addition to the aforementioned conferences, I have also had the privilege of speaking at Game Forum Germany, STAGConf, NanoCon, Came Connect Europe, the Oxford Literary Festival, and several other conferences and universities. It is always a pleasure and an honor to be asked, and I look forward to additional opportunities.