(For working game writers, and writers who are serious about building their game-writing careers)
Fresh intel from GDC, delivered straight to you.
Every year, I go to GDC. I have meetings with narrative directors and studio heads. I sit in rooms most writers don't have access to, and I hear things that don't make it into the headlines. This year, I'm bringing everything I learn straight back to you.
On March 17 at 5pm PT, I'll tell you what studios are actually looking for right now — who they're protecting, who they're promoting, and what they're actually filtering for. Most importantly, what it means for where you go from here.
This session is for pros - or those who are ready to go pro. This won't be general industry news. We'll be talking about the patterns underneath it all, and what it means for serious writers right now.
I'll be joined by some of my favorite working game writers and narrative designers, who will share what they're seeing from inside the studios. Come ready with questions. We'll answer everything we can.
It's free. It's live. And it's for game writers like you.
(Can’t be there in person? Register anyway — you’ll get the recording.)
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Susan O'Connor is an award-winning game writer whose projects (which include BioShock, Tomb Raider, and Far Cry ) have sold over 30 million copies. She founded the Game Narrative Summit at GDC and built The Narrative Department to be the professional development that the game writing industry doesn't have but desperately needs: the craft and career skills that everyone assumes you somehow already know. Including your studio bosses.