And now, for the not-so-encouraging part two of my experience at the talk by Bioware writers Sylvia Feketekuty and Luke Kristjanson. I find myself procrastinating on writing this just because I don’t want to face the crushing reality that is how hard it actually is to get a job as a writer for a video game company, according to some of the things these two writers had to say.
Firstly, and maybe most importantly, there was a discussion as to whether or not positions as full-time writers actually existed in big studios (which is pretty much a dream job, in my opinion). The impression I got was that, no, there aren’t really a lot of companies that will just hire you off-the-bat as a writer. It’s much more likely that you’ll have to work in some other faculty and then be asked (or volunteer) to write for the game you’re already working on. Already this demands a set of skills that veer away from the ones I already have: I can write, I can imagine stories, I can build characters, but designing, programming, play testing: these aren’t really anything I would call myself “skilled” at. I won’t lie, my heart fell a bit when I heard them talk about that sort of required multi-tasking ability. However, there was a good deal of talk about being a freelance writer and being hired on contract to write for a game in progress.
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