This was the most challenging chapter of the book to write. Although it’s diffcult to break into any creative field, and difficult enough to break into animation, it was far more challenging for me to come up with cogent, useful advice for breaking into game writing. The advice in this chapter is culled from a large pool of game producers, designers, developers, and writers to supplement my personal experience. Given the rapid pace at which videogames and the videogame market evolves, my advice is subject to change at any time.
There’s one especially pesky question that is asked all the time, so let’s get it out of the way and move on.
The question usually comes framed something like this: “I have a great idea for a game! How do I sell it to a game company?”
The short answer is—you don’t. Game companies do not buy game ideas from outside people. They don’t need to. That’s why they have designers working for them, or why designers establish their own companies (for example, Sid Meier, cofounder of Firaxis Games, creator of the Civilization game series; and Will Wright, cofounder of Maxis Software, creator of SimCity, The Sims and Spore).
This leaves you with three choices:
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DOI: 10.1016/B978-0-240-81343-1.00001-7
If you come from a teaching or educational background with a good educational résumé, you might have some luck breaking into educational children’s games (sometimes referred to as edutainment) as a consultant. Such games are more linear and focused on the teaching elements. It’s a rather specialized area of game development, and many of the educational-game companies have teaching experts on staff or as consultants. This is to ensure that the games follow the proper educational guidelines, especially if the company wants to sell them to schools. You should contact the game companies that make educational games, and put yourself forward as a consultant. From that position, you can learn more about creating a game and perhaps eventually move into designing them.
When sorting out how to break in, it’s important to have a grasp on the business structure of game development. Making a game is one thing; having the know-how or resources to handle production, sales, promotion, and distribution is another. In the 1980s, some game companies did everything: created the game; had an art department that created covers, game booklets, ads, posters, fan magazine, and so on; had a production line where the disks were copied, packed into boxes, and shipped; and had sales reps who sold the games to stores. Rarely would a game developer now do all these things, especially the production end. They simply can’t afford to.
The business structure has sorted itself out in tiers of publishers and developers. Generally speaking, the development studios create the actual game, and the publisher handles everything else—production, marketing/promotion, sales, distribution, inventory. This may vary according to the type of deal that is worked out between publisher and developer, and it can apply to any kind of game—PC, console, or MMOG.
The tiers look like this:
This publisher/developer structure affects writers in three ways: (a) where and how you look for work, (b) how much you are paid, and (c) whether the project makes it to completion.
One of the unhappy realities of game development is that many games don’t make it all the way through the development process to be released. Games can be cancelled for any number of reasons, most commonly because the entity funding the game loses confidence in the project and decides not to keep throwing money at it.
Ellen Guon Beeman, a highly experienced game producer with more than a dozen produced games on her credits, summed up the status of game-project development as a food chain. At the bottom of the food chain are those mostly likely to lose out in the event of a budget reduction or game cancellation, moving up the food chain to those least likely to be cut.
The food chain is also cyclical. Historically, game publishers have tended to shift every few years between funding in-house projects and using third-party (external) developers. In-house projects are generally more expensive, but the publisher can maintain more creative control. Third-party developers are often (but not always) less expensive, and the publisher can more easily cancel their projects in the event of a budget cutback.
At the moment, it looks like this in the game industry:
Does this mean you should work only for publishers or internal studios rather than independents? Not at all. It does mean that when accepting work, you should be aware of how well established a studio is. Have they been around for a while? Have they produced a number of successful games? If not, do the people in charge have experience and good credentials in the business? Who is their publisher? For what platform(s) will the game be made? For console games in particular, putting out versions of the game for more than one platform is an indication that this game is a big deal, and therefore less likely to be cancelled. If it’s made for only one platform, is that because the studio has an exclusive deal with that platform publisher? Don’t be afraid to research the studio or company before committing. If anything about the studio seems dubious, you will need to weigh how badly you want the work vs. how sure you are they will be able to pay you for it.
The first major decision you need to make is whether you want to have a career as a full-time employee at a game company, or as a contract writer (freelance) working for a variety of companies.
As an employee, you will have a steady paycheck while you learn and hone your ability as a game writer and/or narrative designer, but it means dedicating yourself to that one type of writing full time. Once you’ve built up a track record as a game writer, and have a network of contacts in the business, you’ll be in a better position to try going freelance, if that appeals to you.
There aren’t many companies that hire a full-time writer or narrative designer to be on staff. Publishers are less likely to make that kind of hire, because they primarily oversee the work done by developers. Consequently, your focus will be on developer studios, and even more precisely, on studios that create the types of games that might call for a full-time writer on staff.
MMOGs require the largest amount of ongoing content creation, so studios that create MMOGs are the best places to start the search. After that, you would need to research studios that create RPGs, FPSs, adventure, action, or other story-driven games.
Because the notion of hiring a full-time writer is fairly new, there are no established rules for the job. For an MMOG, they may post a job for a writer, narrative designer, or story designer because the writer will probably also be involved in creating quests or missions. Consequently, you should familiarize yourself with MMOGs and the other story-driven types of games, so that you have a sense of the design issues. At least one MMOG developer that frequently hires writers requires applicants to create a game writing sample using their proprietary module-creation system. You must be technically prepared to learn, understand, and use their software—which is, of course, based on their game. Unfortunately, learning one piece of proprietary software doesn’t mean you can use that precise knowledge anywhere else, because each company’s software will be different, but it does show that you are capable of learning such software.
Today, there are more game design courses being offered in colleges, but still very few courses that deal specifically with game writing. A few schools touch upon game writing via game design courses or other media courses.
However, good writing is good writing, so you should have education or training that shows you can write engaging stories with compelling characters. Game writers have debated whether a liberal arts degree is suffuicient, whether journalism is valid, and what other forms of writing best prepare a writer to get work in games. There is no consensus.
My recommendation is to study film and TV scriptwriting. These are the forms most closely associated with what you might do for a game company. Get any kind of writing you can under your belt. Write for paper-based RPGs. Write reviews and articles for game magazines or online game sites. Write a good script of any kind (screenplay, teleplay) that can serve as a sample of your work. It’s hard to write a useful game writing sample, because each game and each studio can have such different needs or expectations, but any potential employer will know how to read a teleplay, screenplay, or short story. Any type of published/produced work—book, short story, script—will give you credibility.
With more and more games being based on existing properties—such as movies, TV series, and comics—you may also need to be familiar with those properties. One developer that was looking for writers asked the applicants to create a short sample to demonstrate that they could match the tone of the well-known TV property on which the game was based, as well as the manner in which the main characters spoke. The developer was appalled at how many applicants turned in utterly generic samples that completely lacked any favor of the property, as though all game characters came from some bland cookie-cutter mold. Other applicants were openly scornful of the notion that games needed story or character development!
These are really great ways not to get hired as a game writer.
Your résumé should emphasize your education, training, and other writing experience, especially anything you’ve done that relates to games or multimedia work. Be sure to mention any awards or honors you’ve gotten for your work.
For the most part when applying for a full-time job, you’ll be dealing with someone in the Human Resources (HR) Department. However, you should do the same kind of networking a freelancer would do. Making the right connection inside a company could be the break you need to get in the door. Read the following section to get more details on networking.
About the only way to establish yourself as a contract writer is to have experience and credits in another area of writing. In other words, you should already be a professional writer. Because contract game writing work is scarce and hard to get, you are best advised to consider it as one of several arenas in which you can work rather than the only one. It is extremely dif-fcult to work full time, or even most of the time, solely as a contract game writer.
Developers that produce MMOGs, RPGs, FPSs, action, adventure, and other story-driven games are the most likely to want the services of a writer. Those that don’t want to keep a full-time writer on staff will instead look for contract writers.
Looking for contract work requires having professional credits and solid writing samples. Set up your game writing résumé to emphasize your writing strengths, especially anything that relates to games. If you have game writing credits along with other types of writing, be sure to place the game writing credits first on the résumé to call attention to them.
Note that if you are someone with both game design/narrative design and game writing credits, you need to create two separate résumés—one strictly for finding design work, and one strictly for writing work. Once you’re in with a company, you can demonstrate your various talents, but you really want them to be clear on who you are and what specific role they’re hiring you for.
However, you will rarely get contract work on the basis of a résumé alone. Most producers don’t know where to go to find the kind of writer they need— consequently, they’ll go for a known name, whether it’s known because of previous work the writer has done (on other games or in other media), known via a personal recommendation from a colleague (very important), or known because the producer is already acquainted with the writer in one way or another. Bob Bates, legendary game designer and writer, put it this way: “Producers are people with problems, and you want to be the solution to their problem.” The hard part is making a producer aware that you are an existing solution.
Constant, consistent networking is vital to finding contract work. This requires a variety of approaches, including, but not limited to:
There are certain methods that are across-the-board not recommended, and it’s good to know about those as well. At all costs, do not:
Sarah W. Stocker, producer extraordinaire, has worked as a game writer, game designer, and producer at a major independent developer for fourteen years as an executive producer of mobile games, and as a senior producer at Sony. She shares some exceptionally useful tips about searching for game writing.
Sarah points out that the need for writers, plus where and how writers are hired, also depends upon the budget and platform of the project. Here is a summary of her advice on that topic:
The qualities these producers are looking for go beyond raw talent and creativity. They are looking for experience, professionalism, a proven ability to produce, and someone who knows how to work in a collaborative medium. This is where the writer with a name in movies or TV is most likely to be hired, especially if that writer happened to work on the original property on which such a game was based. These producers will be open to a writer with a track record of working on best-selling or critically acclaimed games. A name novelist with credits in the same genre as the game might also be hired to develop the story, though probably not for the more interactive elements of the writing.
In contrast to my flashy brochures that didn’t work, there is a type of mailed presentation that Sarah Stocker thinks is a good approach. She recommends an excellent, professional-looking presentation package that consists of the following:
Various conferences and trade shows deal with games and electronic entertainment. For writers, it comes down to one that is absolutely vital, the Game Developers Conference (http://www.gdconf.com), which is held in March in San Jose, California. GDC describes itself as the official trade event “by game developers for developers” of computer, console, mobile, arcade, online games, and location-based entertainment.
GDC consists of an expo hall and job fair, plus workshops, lectures, and seminars covering all aspects of making games. It is the single most important event to attend in order to network and look for work. Unfortunately, doing the entire conference is highly expensive. As an alternative, go for an expo pass so that you can access the job fair and expo. Most companies have booths with HR people at the job fair. This is most useful if you’re looking for an employee situation, not so useful for contract work.
For a contract writer, it’s best to send in your résumé and samples ahead of time, then attempt to arrange follow-up meetings with someone at GDC. This gives the producer time to check out your credits and determine whether a meeting would be a good idea. Most people are solidly booked by the time they get to GDC, so spur-of-the-moment meetings just aren’t going to happen.
Your strongest position for attending GDC is as a speaker. Each year, GDC invites people to submit proposals for workshops, lectures, and seminars. If your proposal is accepted, you will attend GDC free in exchange for being a speaker, with the extra benefit of a lot of free publicity. The conference lists its requirements for speaker submissions on the GDC Web site sometime in the summer for the conference the following March.
Another route for those on a tight budget to get in free is to volunteer as a conference associate (http://www.gdconf.com/attend/volunteer.html). As a CA, you get free entry in exchange for doing such work as guarding doors, monitoring conference sessions, checking badges at meals and special events, stuffing conference bags, and performing data entry.
In previous years, the monster trade show was E3, which stands for Electronic Entertainment Expo. After the E3 of 2006, the magnitude and expense of the show was no longer proving as effective as some of the major exhibitors desired, consequently at the time this book went to press, E3 put out this announcement: “To better address the needs of today’s global computer and videogame industry, the 2007 Electronic Entertainment Expo (E3Expo) is evolving into a more intimate event focused on targeted, personalized meetings and activities.…”
While E3 wasn’t a great place to go job hunting, it had some usefulness as a place to network, set up meetings (in advance), and get a feel for what was happening in the business. How this “evolution” will affect the use of the show for writers, I can’t say, but you’ll want to keep an eye on it.
Another version of GDC offers a special two-day Game Writers Summit (http://www.gdcaustin.com/conference/writers.html). It’s held in September in Austin, Texas, and focuses specifically on game writing and narrative design.
For additional trade-show links and information, look at the GDC Web site and regularly visit gamasutra.com.
To understand when to send out your writing-sample package, you should be aware of another reality of game production—many companies aim to have a new game on the shelves no later than Thanksgiving in order to cash in on the all-important Christmas gift-buying season. A PC or console game can take anywhere from eighteen months and up to complete, meaning that it’s common for new-game development to ramp up between January and March. This schedule doesn’t apply to every game, of course—in fact, it has become more common for games to be released at other times of the year—so consider this only a rough guideline. In addition, companies often suddenly decide they need a writer when the project is halfway or more done, so they could suddenly be looking for a writer at any time of the year.
That said, it is often the case that in the months immediately leading up to Thanksgiving, projects are in crunch mode, with people working frantic overtime to finish a game and get it out the door no later than September in order to go through production and reach the shelves by November. Consequently, the least effective time to send out résumés and sample packages is probably between June and September.
Another time to avoid is immediately prior to and during GDC when producers are distracted by preparing for the conference.
MMOGs could need writers at any time. Development for something as large and complex as an MMOG could cover three to four years before it’s ready to launch. And once it goes live (meaning in full operation online with paid subscribers), an MMOG continues to need writers.
Figuring out the right person to approach when you’re looking for game work is one of the most difficult parts of this process. The employee track and the contract-writer track break out quite differently.
You have two options—try to find a job on your own or go through a recruiter. Doing it on your own will take a lot of time and research, and writing jobs are rarely posted. Your search will have to be constant and thorough. This is a very tough way to go. You will need to do the following:
The other option is to go through a recruiter. The difficulty here is that because it’s such a rare job, most recruiters don’t place writers. Recruiters know exactly how to place a producer, designer, programmer, or artist. They don’t usually know what to do with a person who is looking solely for writing work.
Also, be aware that recruiters cannot represent you to a company to which you have submitted your résumé in the past twelve months. If you decide to try using a recruiter, you need to take this route first before sending résumés to companies on your own.
Professional Electronic Entertainment Recruiters (PEER) is an organization of game recruiters. Their Web site (http://www.peer-org.com/members.htm) lists several reputable recruiters, along with links to the recruiters’ Web sites. Be prepared to fill out the recruiters’ online forms, and be sure to regularly check the job listings on their Web sites.
A lot of game jobs are listed on http://www.creativeheads.net, with a writing job occasionally among them. Once you sign up at their Web site, they will send you emails with job listings.
An important site for job listings is http://www.gamasutra.com, which is also a resource for learning about the art and business of making games.
Likewise, http://www.datascope.co.uk/jobs_by_email.html will send job listings after you fill out the form on their Web site. They cover both the United Kingdom and the United States.
Other sites to check include the following:
http://www.gignews.com/jobs/index.htm
http://jobs.awn.com (Note: this is the Animation World Network, but has been covering games as well as animation. Writing jobs occasionally show up here, but approach these jobs with caution. They often seem to be of dubious quality or are looking for people who will work for free.)
If you want to try getting in the door via technical writing, there are a few temp agencies that handle technical writers. Recommended ones include Sakson & Taylor (http://www.sakson.com), FILTER (http://www.fltertalent.com), Excell Data (http://www.excell.com), and Volt Services Group (http://www.volt.com). However, doing technical writing may require you to live in a particular area to qualify for work, usually West Coast tech centers such as the Bay Area or Seattle.
There is no quick or easy way to get your résumé to the right person. This is why networking is so vital—much of the time, writing jobs are never posted, and someone is hired long before you might ever hear that a producer was even looking.
The next question is whether to go after producers at the publisher level or the developer level. A producer at a publisher can consider you for more games than can a developer who might work on only one game at a time, but more often it will be the developer that does the hiring. Publishers may be more involved in hiring a contract writer for a high-profile game based on a major entertainment property, but less involved with lower-profile games. The best bet is to go after producers at either tier.
True, you could approach the lead designers, because in most cases they are the ones who have the creative vision for the game and could be crucial in making the recommendation that gets you the job. Usually producers make the decisions about hiring, firing, and budget—and that is why you may do better to focus on producers.
More specifically, first go after a senior producer on a project. If no one has the title of senior producer, go for producer. Avoid contacting executive producers. Executive producers are at such a high level that they tend to be more removed from the day-to-day running of a project, and may have multiple projects to handle at once making them far less likely to read your sample. This will often be true of creative directors as well. A senior producer is more likely to be focused on a particular project, and consequently more aware of when a writer might be needed.
I wish I could tell you there was a simple, easy formula for finding producers, or a nice handy list somewhere. There isn’t. This step takes time and research. You will have to look at the credits on games, search out credit listings on the Net, in magazines, and anywhere else you can think of to track down the names of producers. The Internet Movie Database (http://www.imdb.com) has some game-credit listings, as does the game-oriented MobyGames (http://www.mobYgames.com).
Getting hired may involve a number of introductory steps. You might be asked to produce a sample of game work based on their specifications, which could be for free or could be paid work. You might be asked to come to the company and meet the development team, perhaps do some brainstorming, so they can get a feel for how well you work on a collaborative basis.
When you do finally get that meeting, the interviewer(s) will want to hear you talk about story and character. Game people in general have become more savvy about story arcs and character arcs. They’ll want to hear what sort of writing or stories grab your enthusiasm. Feel free to gush about your favorite movie or TV series. What they don’t want to hear a writer talk about is game design— unless, by some fluke, they are also hiring you to do design such as narrative design. In fact, talking about design could even lose you a job if they worry that you’ll try to interfere with design issues rather than being focused on the writing. Understanding and being aware of design issues is a plus; trying to come across like a level or systems designer is a minus.
Game Developer magazine does an annual salary report on what people are making in the games business. Gamasutra posts the results on their site. Unfortunately, “writing” isn’t treated as a category by itself, and instead is folded into “design.” In the 2003 survey (the most recent one posted at this time), annual salaries in the design category ranged anywhere from $40,000 to $100,000, depending on level of job and level of experience. Because the data collected are provided on an entirely volunteer basis, this survey can be considered a rough guide at best, but it’s pretty much all there is, other than what a recruiter might tell you. It also depends on the location of the job. In expensive areas to live, such as the Bay area, California, you can expect to see higher salaries than in a more reasonably priced area such as Austin, Texas.
You should aim to be paid a fat fee for your work (one overall amount), which will be broken out into milestone payments. There are no established guidelines for what to charge for a game bible, cinematics, or other writing work. The best you can do is try to estimate how much time the project will take you to complete, and what you feel is adequate compensation for your time.
The amount also depends on various other factors: size of the company, status and budget of the project, type of writing that is needed, and your experience and credits. A big-name writer who is brought in on a high-profile (big-budget) game to create the entire story, lore, and game world from scratch is a higher level of work that might command around $60,000. The pay might be half that if a writer is brought in to polish an existing game bible, or simply to write a script based on existing gameplay. A small developer needing a simple bible might be able to pay only around $15,000 or less.
At the low end, for mobile games, they might pay around $300 to $1,000 to come up with a story for a very short game and a limited script of around thirty to sixty lines.
Some companies will want you to quote an hourly or weekly rate, especially for straightforward writing work such as dialogue, but there are no established rates and no easy sense of what to charge. Depending on the size of the company, the type of writing, and your level of experience, that rate can vary widely, anywhere from $50 an hour to $150 an hour. Rates between $1,500 and $2,500 a week are reasonable.
Note that game scheduling is built around milestones (as defined in Chapter 10). Consequently, you will be asked to turn in a certain amount of work (the deliverable) by a certain milestone (a date). As mentioned earlier, most games have a long development cycle—from one and a half years to many years. A contract writer is likely to be involved for only a number of weeks or a few months.
Whether talking about a fat fee or hourly/weekly rate, here are some additional factors to take into account when figuring out what to charge:
If you happen to be represented by an agent, the agent can handle most of the price negotiation and will handle invoicing and payments.
If no agent is involved, be sure to clarify who should receive the invoice, what the payment period will be (immediately upon receipt of invoice? in fourteen days? twenty days? thirty days?), and keep careful track of your payment schedule. Make sure you specify precisely what deliverables are covered by each invoice.
In the United States, there are some definite hot spots of videogame work. The main clusters are Seattle, the San Francisco Bay Area, Los Angeles, and Austin, Texas. Other major locations include Chicago, San Diego, and various cities on the East Coast. Game companies are popping up across the country, however.
In Canada, the main hot spot is Vancouver, with companies also in Montreal, Toronto, and elsewhere.
There are many companies in the United Kingdom. Scotland especially has been pushing the digital-media and creative industries established there. In 2006, Scotland boasted of an estimated annual sales of $6.1 billion, providing more than 100,000 jobs.
China, South Korea, and Japan are also strong international hot spots for game creation.
Obviously you must be ready to move to wherever the game company is located. If you have a definite preference for where you want to live, concentrate on companies in that area. But if you’re willing to be flexible, you might find you have a better chance breaking into companies located outside the major game-production cities.
A major issue that has been a hot topic of discussion in the game business for the past few years is quality of life (QoL). Basically it refers to what sort of working conditions a company provides for its employees.
The reason QoL has become such a significant issue has to do with the nature of the games business itself. Namely it attracts a great many young and hungry workers who are so enthusiastic about working in games that they accept any kind of working conditions. Unfortunately too many game companies have happily gone along with this, creating a workplace culture in which employees are expected to put in ten- to twelve-hour days, six to seven days a week. Theoretically, this should be restricted to extremely short time periods (meaning a few days to maybe a week) during crunch time. Crunch time is the all-out, last-minute push to get a game completed so it can ship by a certain date. However, some companies abuse this concept. They’ll have extended crunch times, failing to understand that extended crunch times are the result of poor management, poor planning, and a poor grasp of what makes for effective productivity Productivity actually declines after eight hours of intensive work.
A management that has disdain for QoL issues makes for a miserable place to work. It leads to exhaustion, burnout, and people who are unable to have any kind of life outside the workplace. You are strongly advised to ask questions about the company’s attitude toward QoL issues, what sort of working hours are routinely expected, and how frequent or long are their crunch times. If you get the sense they expect endless hours of work just because working on their games is so very special, run away as fast as you can.
Although there is less emphasis on being in a specific location to do contract work, it certainly doesn’t hurt to be in L.A., Austin, Seattle, or the Bay Area. You should be prepared to travel and spend some time on-site at the game company, especially at the beginning of the project—when you need to meet the team, become familiar with the design, and learn any software tools they may want you to use.
Having an agent to handle game writing work is relevant only to the contract writer. You obviously won’t be dealing with an agent if you’re seeking full-time employment.
Until recently, there was no such thing as a game agent. For the most part, that remains true, though a couple of enterprising souls in LA. have attempted to provide a talent pool of writers for whom they more or less work as an agent (though one such person rejected the term “agent,” feeling that he was providing more of a production service). As far as I know, none of these people have made significant inroads in representing game writers. One producing entity that deals with game writers is Union Entertainment, a company that has set itself up to concurrently develop properties such as films, videogames, and comic books (and whatever else they can make happen).
The big Hollywood agencies have been adding some agents who deal with game writing to their rosters, but that is primarily as a service to their existing base of Hollywood scriptwriters. So far, there hasn’t been enough demand to justify taking on clients who do nothing but write games. I suspect that mostly what that type of agent does is field inquiries that happen to come in from a game producer who is interested in a known Hollywood name.
Note also that it’s important to understand that Hollywood agents are licensed and regulated. They can’t take more than 10 percent of a writer’s income. Other people or firms that set out to represent game writers may not be licensed, because this type of work is so new. If you should happen to find someone who claims to be a game writing agent, check carefully into his background and experience, find out whether he’s licensed in the same way as other talent agents, and determine what percentage of your money he wants, or how he intends to make money off you. Finally, have a serious discussion up front about how the agent can realistically find work for you or make contacts that you can’t make yourself. Be extremely wary of anyone wanting more than ten or fifteen percent as a commission fee.
In the United Kingdom, there are script agencies or script consultancies, which are game writers who have pooled their resources to provide game scripts to companies as a group service. Joining a script agency isn’t easy, but it’s worth a try. This idea hasn’t caught on in the States as yet, though one or two people are trying to make something work along these lines. The best you can do is keep your eyes and ears open for such agencies.
Is having an agent necessary? That depends. For the next-gen console producer who likes to find big-name writers, you might be considered an amateur if you don’t have an agent. On the other hand, some producers and companies are resistant to dealing with agents. This is another one of those gray areas with no easy answer. If you’re an established scriptwriter or novelist, you’ll already have an agent. Then you can decide whether or not your agent or someone at their agency is qualified to handle repping you for game work.
Otherwise, worry first about getting in the door and getting game work before being concerned with the need for an agent. You may do fine without one.
The WGA (Writers Guild of America) is working hard to represent the interests of game writers. I strongly recommend that you read the information in Chapter 8 (the animation section of this book) about the protections and benefits the WGA can provide to you as a writer.
Within the WGA, the Videogame Writers Caucus (VWC) deals specifically with games, new and evolving media, and interactive entertainment in any form. Operating under the WGA’s Organizing Department, the VWC has drafted two simple contract forms to use for interactive work—one for a single-game project, and one for online games. These contracts are for use as an addition to the basic deal you negotiate and their purpose is to guarantee that you also receive key WGA benefits.
The VWC has also initiated a WGA writing award for game writing. For more information about the Videogame Writers Caucus, the qualifications for membership, how to join, or to download the contracts, visit their Web site (http://www.wga.organd look under the organize tab).
If you are a contract writer, you should seriously consider negotiating to have your work covered by the WGA. That way, you will gain pension and health benefits, as well as have a strong organization at your back in case of problems, such as ensuring that you receive a fair credit on the game. Realistically, many companies are uncomfortable negotiating with the WGA. Dealing with a union is unknown territory for them. Ask the company for WGA terms, but decide ahead of time how important that is to you. If a company balks at the notion of paying the additional pension and health benefits, you may be able to restructure the payment so that pension and health benefits come out of the overall fee. This means less in your hands up front, but the benefits can be worth it. That’s a personal decision.
However, you will never lose a job by asking for WGA coverage. Furthermore, the WGA will bend over backward to help you achieve it in a way that works equally well for both the company and you. One more thing to consider—if a company doesn’t think you should be entitled to have health insurance or a pension (via the WGA), then perhaps they don’t value you much as a writer either.
The other equally important group to join is the IGDA (International Game Developers Association). According to their mission statement, “The IGDA is committed to advancing the careers and enhancing the lives of game developers by connecting members with their peers, promoting professional development, and advocating on issues that affect the developer community.”
The IGDA has numerous SIGs (Special Interest Groups), but the one you want to become involved in is the Game Writers SIG, a great place to network and learn about the business. Go to http://www.igda.org/writingfor more information.
The IGDA Web site also has white papers about writing for games, as well as a quarterly newsletter that is full of useful interviews and info.
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