Following the release of “Waybinder”, I describe the means by which I happened to develop this ‘interactive novella’ — applying what I know from game design to the act of writing fantasy fiction.
A post-launch review of writing “Waybinder”: an endeavour which has given its author much to think about in terms of project scale, working with narrative, and self-publishing.
This year was the first time I’d been able to attend the Game Developers’ Conference in San Francisco. I went primarily to talk on the subject of women-in-games initiatives and how they make a difference. This panel session – in which I was joined by Zoë Quinn, Rebecca Cohen-Palacios, Sagan Yee and Stephanie Fisher – will be made available on GDC Vault in the coming weeks.
I also attended in order to seek inspiration and some new direction, and to meet people working outside of Europe. Although I skipped past many talks in favour of the sorts of activities I couldn’t simply catch up on online afterwards (a strategy I’d recommend strongly to future first-timers), I did nevertheless come away with new insights – some whimsical, and some practical.
What follows, then, is a collection of personal reflections on the talks I saw, along with my tips for recommended GDC Vault material.
I’d never attended a full, 48-hour game jam until this weekend. Nor indeed had I tried doing one in a foreign country! It took its toll, but I’m very glad to say I have completed my first Global Game Jam – and I’m rather proud of the game we made, too!