CHAPTER 24
Working as a Digital Storyteller

Carolyn Handler Miller

How do you find work as a digital storyteller?

If you’ve got a great idea for a videogame or other work of interactive entertainment, how do you sell it?

How do you build a career in such a quickly changing field as interactive entertainment?

© 2010 Elsevier Inc. All rights reserved.
DOI: 10.1016/B978-0-240-81343-1.00001-7

A NEW OCCUPATION

The pioneering individuals that we’ve met along the way in this book are all practitioners of a new type of creative endeavor, a craft that did not even exist a few decades ago. They are digital storytellers. The work they do spans an assortment of technologies, and the projects they create are a contrast in opposites—everything from talking baby dolls to gritty videogames. Some of these creations appear on the tiny screens of wireless devices, while others play out on huge movie screens. The venues where these works are enjoyed run a gamut of possibilities, too. They may be seen in one’s living room, in a theme park, in a schoolroom, in an offce—even in the ocean, as with the robotic dolphin, DRU. Yet, despite the great differences among them, the works they create have significant points in common. All of them

  • Utilize digital technologies
  • Tell a story
  • Are perceived as being entertaining
  • Engage the users in an interactive experience

Even though being a digital storyteller is a relatively new occupation, it is a type of work that is increasingly in demand. True, you won’t find jobs for “digital storytellers” listed in the want ads. That’s because the jobs in this arena go by a great variety of titles and call for various kinds of skill sets. As we’ve seen throughout this book, the people that we would consider to be digital storytellers carry many official titles, including designer, graphic artist, information architect, producer, project manager, writer, and director. The most visionary of the digital storytellers may work across a number of different platforms and media. This chapter will explore ways of finding work and developing a career in the field of digital storytelling.

THE LIFE OF A DIGITAL STORYTELLER

If you were to round up 10 people who could be described as digital storytellers and ask them how they got started, the chances are that they would give you 10 entirely different answers. Many, especially the younger ones, will probably have had some kind of college training in the area, but almost certainly, their career paths will not have been straight ones. Most will have come to their present job by following a dream, by hard work, and by a willingness to take chances.

Kevin Rafferty’s career is a perfect illustration of this. Rafferty is a senior concept writer and director for Walt Disney Imagineering, the group at Disney that creates attractions for the theme parks. It’s work that Rafferty and other Imagineers refer to as the “dimensional entertainment” side of the storytelling fence. Rafferty was the writer of the kiosk script for the Discover the Stories Behind the Magic project. Rafferty’s job calls for a mixture of tasks besides writing. He also creates ideas for theme park attractions and helps to take them from concept all the way to completion. In addition, he writes original music, casts and directs voice and camera talent, and directs show programming and figure animation—and that’s just a partial list of his responsibilities.

Not surprisingly, Rafferty’s dream job at Disney didn’t start out on this level. His career path actually started with a humble dishwashing job at Disneyland while he was still in college, where he was an art major. After college, he worked for a while as an advertising copywriter. When he heard that Disney was hiring people to work on the new Epcot theme park, he applied for a job as a writer, figuring he knew a little something about theme parks from his old dishwashing job. He succeeded in getting hired, but not as a writer. Instead, he found himself dusting show models and cutting mats for artwork. But still, he had his foot in the door at Epcot, and he made the most of the opportunity. Working on his own time after hours he created and developed some original ideas and ran them by a friendly vice president, and “after paying a lot of dues and trying to prove my creative worth,” Rafferty told me,“I was finally and offcially accepted into the creative division.”

Thus, a path that began with dishwashing led to an exciting array of assignments at various Disney theme parks. Looking back on his experience, Rafferty quips in classic Disney fashion, “I guess it’s true what they say: ”˜When you DISH upon a star, your dreams come true.’ ”

Rafferty’s career path is typical of many others who have found their way into digital storytelling. A straight, clear-cut route is quite rare. It’s not like deciding you want to go into dentistry and knowing that step number one is applying to dental school. In Rafferty’s case, his career aspirations evolved over time, and once he knew what he wanted to do—to become a creative part of Disney Imagineering—he focused his efforts and sacrificed his free time to get where he wanted to be.

SOME KEYS TO SUCCESS

Although new media involves cutting-edge technology, two industry pros who were queried on advice for establishing a career in this field mentioned some tried and true old-fashioned values (GIGnews, March 2002). In fact, the answers they gave would have worked as well for a stone-age hatchet maker. For example, Stevie Case said the three keys to success were drive, dedication, and the desire to learn, while John Romero named passion, hard work, and an optimistic outlook. And both also stressed the importance of being a finisher—to complete any project you commit yourself to doing.

SELLING AN ORIGINAL IDEA

What if, unlike Rafferty, your dream is not to work within a particular company or hold a particular job, but instead to sell your own original ideas for a game or other type of interactive entertainment? No question, this is an appealing goal, one shared by many hopeful individuals. Sad to say however, it is not particularly realistic for several reasons.

For one thing, ideas are plentiful, to the point that most companies are flooded with their own internal ideas generated by employees of the company, and thus they are not looking for ideas from the outside. For another thing, as they say in Hollywood, ideas are cheap; execution is everything. Execution is where the real challenge lies, and execution takes experience, talent, time, and often an investment of money. To convince a company that your concept has merit, you’ll need more than an idea. You’ll want to have something to show them— a concept document, a design document, or, even better, a working prototype. And you’ll also need to consider the pitching strategy for your project. Who is the target audience for this product, and why would they like it? What competing projects already exist, and how is yours different and better? And how would your project be a good ft with other offerings in the company’s line?

But even if you’ve done all the necessary groundwork, the companies you are planning to approach are unlikely to give you a warm reception if you are an unknown quantity to them. Developing a game or other work of interactive entertainment is a risky proposition that can cost millions of dollars. If a company is interested at all in hearing pitches from outside vendors, they will be far more likely to be receptive to a known developer with a proven track record than they would be to a stranger.

HELPING HANDS

Despite these discouraging words, if you are convinced that you have a stellar idea and want to have a go at trying to sell it, you can obtain some excellent guidance from a document prepared by the International Game Developers Association (IGDA), the premiere organization of game developers. Called the Game Submission Guide, it offers information about the pitching process and includes a checklist of what you will need to include for a professional-looking submission. Although written with videogames in mind, the information pertains equally well to other forms of interactive entertainment. Members can download the guide from the organization’s Web site, www.igda.org. Although it was written a number of years ago, its points are as relevant as ever.

In addition, the IGDA site also contains a column written by game industry veteran Tom Sloper called The Games Game where you can find archived articles about submitting game ideas.

THE DIFFERENT EMPLOYMENT PATHS

If you are interested in finding full-time employment in interactive media, you will be happy to know that a surprisingly wide variety of businesses employ staff members who specialize in this field. The most obvious are the game publishers and game developers. The publishers have deeper pockets than the developers, and they may either develop projects in-house or farm them out to developers, who do the actual creative work, which the publishers then package and market. These publishers and developers do not necessarily restrict themselves to videogames. They may also make games for mobile devices and for the Web, including MMOGs.

In addition to game publishers and developers, another group of entities focuses on interactive media: the design firms that deal with interactive media. Some of them specialize in Web design work, while others pursue cutting-edge projects in iTV and DVDs. Some work in a wide sweep of interactive media. In addition to iTV projects, they do work in kiosks, wireless devices, the Web, and DVDs.

One entire industry that is becoming increasingly involved in interactive media is the Hollywood entertainment business, as we’ve seen throughout this book. Not only are movie studios making games based on their films, but they are also promoting their films on the Internet and on mobile devices, sometimes using highly creative approaches. Television networks also promote their shows via new media and in some cases enhance their offerings via iTV Public broadcasters are particularly aggressive in using interactive media to maximize the content of their programming, developing projects for the Web, DVDs, and iTV. Thus, traditional entertainment studios and broadcasters are definitely worth investigating for employment opportunities.

In considering possible employers, do not by any means overlook major corporations. Most of today’s large companies have internal divisions that produce content for the Web and other interactive media, work that is often done under the umbrella of the promotion or marketing departments. Other entities that do work in interactive media are toy companies, ad agencies, and PR companies, as well as companies that specialize in interactive training programs. Another group of organizations to consider are cultural institutions—museums, historic sites, aquariums, and so on—all of which may use interactive displays to make their exhibits come to life. And theme park companies employ individuals like Kevin Rafferty to create attractions that take advantage of the latest interactive technologies. In addition, government agencies sometimes produce interactive programming for educational, informational, or training purposes.

COMMON ENTRY POINTS

Although, as we’ve seen from Kevin Rafferty’s story, the path to a great job in digital media is not necessarily a straight one, a couple of traditional routes do exist. One is by becoming a beta tester, which is particularly attractive to people who want to work in games. Beta testers are hired to look for bugs in games before they are released to the public, and this type of work is often a stepping stone to a higher level job within the same company. Another proven route is via student internships. Internships offer first-hand exposure to a professional new media work place. Not only are they educational, but such experiences are also good to have on a résumé. And, best of all, they can lead to full-time employment.

Aside from scoring an internship or a job as a beta tester, the pathway into digital storytelling is much like that for any other kind of work. You need to research the field to determine which segment of the industry would offer you the most potential, given your particular talents, interests, and skill set. It is also quite helpful to network and to attend industry events, which we will be discussing in more detail later in the chapter. And before setting out on a job search, you’ll want to give serious consideration to creating a portfolio of sample work, which is discussed in detail in Chapter 25.

BREAKING IN: SOME HELPFUL INFORMATION

If you are seriously interested in getting a job in digital media, especially videogames, and want to know how to get into the field, visit the section of the IGDA Web site called The Games Game: http://www.igda.org/games-game-archives. The site includes an excellent section on major career paths, interviews with professionals in games describing how they broke in, and a list of resources.

In addition, game designer Ernest Adams has a Web page devoted to breaking into the game business: The Wanna-Be Page: http://www.designersnotebook.com/Wanna-be/wanna-be.htm.

WORKING AS A FREELANCER

But what if you would prefer to be your own boss rather than to be a full-time employee of an organization—is this an option in new media? The answer is a tentative yes. It depends on your experience, on your specialty, and the tenor of the times. Back in the 1990s, it was quite customary to be hired to work on a specific project and then move on once the project had been completed. Currently, most companies work entirely with full-time staffers. One of the few professional areas that still offers opportunities to freelancers is in writing, my own specialty. The more credits you have, and the more people you know in the industry, the more likely you are to find freelance writing work, though it is more difficult than it used to be.

The work one does as a freelance writer varies tremendously from project to project. Some of the assignments you snag are not much different from doing piece goods work in a factory. You may be expected to churn out hundreds of lines of dialogue, sometimes with little variation between the lines, and the work can be quite tedious. On the other hand, some writing jobs are highly creative. You may have a chance to collaborate on the overall design and content of a project and to develop original characters; you may also be able to help develop what the interactivity will be and how it will work. Each type of interactive medium poses its own challenges. Writing a script for a kiosk will be quite different from writing one for a smart toy, and both will be different again from writing an ARG (Alternate Reality Game) or a serious game.

One of the most stimulating things about being a freelance writer is being able to take on projects that are quite different from each other; your work is always creatively challenging. However, being a freelancer also means dealing with issues that one does not have to worry about as a full-time employee. For example, you might have to chase after a client to get paid or find yourself mired in an unpleasant situation called project creep, in which a project grows much bigger than it was originally understood to be. Project creep can cause you to spend many more weeks than you had planned on an assignment but without receiving additional compensation.

Fortunately, freelance writers do not have to go it entirely alone anymore. The IGDA has a SIG (special interest group) for writers, and the Writers Guild of America, West, recently formed the Videogame Writers Caucus, a support and advocacy group for writers in this field. The Writers Guild also offers two special contracts for interactive writing. The first, called the Interactive Program Contract, or IPC, covers writing for most types of interactive media, including videogames and mobile entertainment, while the second, called the Made for Internet Contract, specifically covers original writing done for the Internet. Both contracts are available directly from the Guild’s organizing department. Qualified new media writers can even obtain membership in the Guild, which once just included writers of motion pictures and television.

LEGAL CONSIDERATIONS

At some point or other, if you are working in new media, you are bound to run into legal situations. For example, you are quite likely to be faced with issues involving intellectual property (IP). Intellectual properties are unique works of human intelligence—images, writings, music, pieces of animation, even game engines or an invention for a toy—that are given certain legal protections, which include copyrights, patents, and trademarks. Intellectual properties can be extremely valuable, and they are fiercely guarded in interactive media with a zeal bordering on paranoia. You may become involved with IP questions when it comes to protecting your own creations; you may also run into IP issues when you want to use the creative work of others in a project.

IP issues can be highly complex, but one thing about them is quite simple: You don’t want someone stealing your intellectual property and you don’t want to be accused of stealing intellectual property that belongs to someone else. The first situation can result in your losing a significant amount of income; the second can result in a lawsuit. To prevent either situation from occurring, you need to familiarize yourself with the basics of intellectual property law. One place to start is with the archived Web site of entertainment and new media attorney and IP specialist Michael Leventhal (http://www.mcsquaredlaw.com). The archived site contains a good primer on IP, called Intellectual Property 101, plus a number of links that will take you to more information on the subject.

Another legal matter you will need to be familiar with is a document called a non-disclosure agreement, or NDA, often used in high tech circles. You will no doubt become aware of NDAs if you are submitting a project to a company in the hopes of selling it, or if a company is interested in hiring you for a project, but first needs to share with you what has been done with the project to date. Both situations raise the risk of valuable information being seen by strangers who might possibly use it without authorization. To avert such a risk, it is customary for one party to request the other to sign an NDA. When someone signs such a document, he or she promises to keep the information they are receiving confidential (Figure 24.1).

If you are working as a freelancer or are running your own development or design company, you will also need some legal protections in the form of a contract. You will definitely want a contract if you are entering into a new employment relationship; that is, if you or your firm is being hired to do some work for another entity. A contract should specify what your responsibilities will be and what you will be paid at each juncture, often tying payments to the completion of various milestones (points when particular parts of the project are due). It should spell out what happens if the work expands beyond what has been assigned, thus avoiding the problem of project creep, discussed earlier. The contract may also include language about the kind of credit you will receive and where the credit will appear, and may note who will hold the copyright to the completed work. If you are inexperienced in negotiating contracts, you would be well advised to seek the help of an attorney. Even if you think you are savvy in such matters, it is always a good idea to have a lawyer look things over before signing.

But even before you reach the contract stage, you need to take some steps to protect yourself against an unscrupulous or inept employer. (Working for a well-intentioned but inexperienced client can be as perilous as working for one who deliberately intends to take advantage of you.) Before going too far in any discussion with a new client, try to learn as much about the company as you can, either by doing some research or by asking the prospective employer a series of focused questions. Asking the right questions about the company and the project will help you determine whether this is something you’ll want to pursue—or if it is something you should run from.

EDUCATING YOURSELF

In any case, concerns about contracts and protecting your intellectual property are matters to be dealt with once a career is established. Let’s take a few steps back and discuss how one prepares for a career in new media. It usually begins, as you might expect, with the right education. In terms of a formal education, you have a choice of two different paths. Path number one is to get a good foundation in the liberal arts, and then pick up specialized training if needed, after graduation. Path number two is a more focused route: to enroll in an undergraduate program in computer science or in digital arts. Digital arts programs are becoming increasingly common at institutions of higher learning all over the world, both as undergraduate programs and as master degree programs. Specialized programs can give you a good background on theory and invaluable hands-on experience in creating interactive projects; they sometimes offer internship programs and can serve as fairly smooth stepping-stones to a good job.

image
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Figure 24.1 A model NDA (Non-Disclosure Agreement), a document which guarantees that valuable information will be kept confidential. Document courtesy of Michael Leventhal.

BUT WHAT IF YOU ARE A LUDDITE?

Not everyone feels that it is good to focus on new media as an undergraduate. For example, designer Greg Roach, introduced in Chapter 11, strongly believes that no matter what position you are angling for in interactive media, you should first have a liberal arts education. He says “a grounding in the classical humanities is critical. Programmer, 3D artist, designer, whatever … I’d much rather hire a traditional painter who’s a Luddite [a person who rejects technology] but who understands color theory—and then train her in Maya—than hire a hot-shot 3D modeler whose aesthetic has been shaped exclusively by console games.”

If you are already out of college, or if going to college is not an option for you, you might consider a certificate program in new media arts. Such programs are offered by many community colleges and by university extensions. Or your might select just a few courses that prepare you in the direction you wish to go in—classes in Flash animation, for example, or Web design. How much technical know-how you need varies from position to position. It is always helpful to have a general understanding of digital technology and a grasp of basic software programs, but if you want to be a digital storyteller, it is even more important to understand the fundamentals of drama and literature. You would be well advised to take a course that teaches narrative structure, or one in world mythology, and you should definitely take at least one course in dramatic writing.

Not all of your education has to take place in a classroom. If you don’t already, spend some time playing games, trying out different genres and different platforms. Include MMOGs, ARGs, mobile, and casual games on your “to play” list so you can see how the experiences differ. Even if you aren’t interested in working in games, they can teach you a great deal about design and interactivity. If a particular area of gaming is unfamiliar to you, find someone who plays this kind of game—a relative, a local student, a family friend—and ask them to give you a tour of one or two. Most people are happy to oblige, but you can always make it more attractive by treating your guide to a pizza.

Finally, you can get an excellent free education online by visiting Web sites devoted to various aspects of interactive media. You can also sign up to receive electronic and print trade publications. Each segment of the new media arena has several Web sites devoted to it and usually several electronic publications. Many have been mentioned in this book, and a diligent online search will turn up others.

INDUSTRY EVENTS

Another excellent way to educate yourself is by attending conferences, trade shows, and other industry events. Most of these gatherings are divided into two quite different parts: a conference and an exposition. By strolling around the expo floor, you get a chance to see demonstrations of the latest hardware and software in the field, often given by some of the creators of these very products. And by attending the conference sessions, you will hear talks by industry leaders and learn about the latest developments in the field. Although these trade events can be expensive, many of them offer student discounts and many also have volunteer programs. By working as a volunteer, you can take in as much of the event as you want during your off hours.

Virtually every sector of the interactive arena holds at least one annual event. Two major international conferences are MIPTV featuring Milia, which is held in Cannes, France, and the Tokyo Game Show in Japan. In the United States, the Game Developers Conference (GDC) is well worth attending. It offers excellent presentations on every facet of game design and production, including mobile games, MMOGs, and serious games, and many of the topics are of particular interest to digital storytellers. The Austin Game Conference is another high quality event.

If you are interested in computer graphics, you will definitely want to attend the annual SIGGRAPH conference. It is also one of the few shows where significant attention is paid to VR. For those interested in iTV, the showcases held by AFI’s Digital Content Lab offer an excellent opportunity to see demonstrations of cutting-edge iTV programming and other types of interactive media. The training field has its special gatherings, too, with Training Magazine’s annual conference and expo being just one example. The events mentioned here are just a small sampling of trade shows, conferences, and conventions that involve interactive media; new ones are started every year, and a few older ones sometimes fall by the wayside. The best way to find out about the industry events in your particular area of interest is by subscribing to electronic and print publications that specialize in the field.

THE PEOPLE CONNECTION

Industry events, excellent as they are, only take place at infrequent intervals. To stay more closely involved, and to connect with others who work in new media, you would be well advised to join one of the many professional organizations in this field. Networking with others in the field is one of the best ways to find work and stay on top of developments in the industry, as virtually any career counselor will tell you. It is in even more important in a fast moving field like interactive media. Merely joining and attending an occasional meeting, however, brings limited benefits; you’ll reap far greater rewards if you join a SIG (special interest group) or a committee within the organization and become an active, contributing member. By participating on a deeper level, you are more likely to form valuable connections that can lead to jobs. Two such organizations are the Academy of Interactive Arts and Sciences (AIAS) and the International Game Developers Association (IGDA).

A number of guilds and other organizations within the Hollywood system now welcome members who specialize in interactive media. Among these mainstream organizations are the Writers Guild, noted earlier, the Producers Guild, and the Academy of Television Arts and Sciences, generally known as the TV Academy. These organizations all have active committees or peer groups made up of new media members and put on special events focusing on interactive entertainment.

Unfortunately, many of the organizations mentioned here only hold meetings in certain geographical regions, and if you live outside these regions, it is difficult to become actively involved. However, you might also look into the possibility of forming a local branch, which can be a great way to meet other members in a less congested setting.

SOME POINTERS FOR A CAREER IN NEW MEDIA

Here are some helpful ideas for establishing and maintaining a career as a digital storyteller:

  • Anticipate change. This field does not stay still, so you need to continually educate yourself on digital technologies and new forms of digital entertainment.
  • Don’t restrict your vision only to this field. Indulge your interests in the world beyond. Not only will this be of value to you in your professional work, but it will also help keep you balanced.
  • Educate yourself on narrative techniques. All good storytelling relies on certain basic principles.
  • Stay tuned to traditional popular culture—to television, film, and music. To a large extent, new media and traditional media intersect and influence each other.
  • If you are angling for a first job or a better job, consider building your own showcase. Not only will it give you a way to display your talents, but you will also learn something in the process. For more on showcases, see the next chapter.
  • As one of our experts said in referring to smart toys, sometimes you have to dump all the pieces on the floor and play with them. Playing games and participating in interactive experiences is the single best way to keep your edges sharp.

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