Game Writers SIG/Initiatives/Quarterly
International Game Developers Association
A publication addressing the gamut of issues facing writers and developers as they strive for better narrative in todayâ€™s games.
To create a publication fit for an industry and non-industry readership that delves into game writing as a career and that keeps those in the know up to date with industry developments.
Each Quarterly has a central theme about the craft and business of game writing that runs throughout all articles, such as Game Writing Logistics, Finding and Negotiating Game Writing Contracts, etc.
One of the regular features is a set of 5 questions that are sent to 5 game writers from different areas of the industry about that issue's theme. Their answers are assembled in a survey-style layout. Accompanying the interviews is a feature article that covers the issue's topic in more detail.
The format and presentation of this quarterly is similar to the | Online Games SIG Quarterly.
The Quarterly has 2 staff editors: an Editor-in-Chief who handles recruiting and conducting email interviews (see above) and a Managing Editor who directs research and layout. Several editors help edit any additional sections. Guest may be brought on per issue to help.
The Managing Editor is also responsible for writing accompanying material as well as editing and compiling the material submitted by contributors. To keep ideas fresh, editor positions will rotate.
Current Staff Editors
- Beth A. Dillon (Editor-in-Chief)
- Chris Keeling (Managing Editor)
- Lin Fusan
- Cat Wendt (Layout)
- Tobias Heussner (News and Interviews)
Volume 1, Issue 1 (Fall 2005) was distributed at the Game Writers conference in Austin, with a run of 750 copies. Issue theme: An Introduction to Game Writing.
Volume 1, Issue 2 (Spring 2006) was distributed at the GDC '06 writing sessions, with a run of 500 copies. A slightly revised edition was distributed at the Hollywood and Games Conference that summer. Issue theme: Writing for Original and Existing IP.
Volume 1, Issue 3, (Fall 2006) was distributed at the Austin Game Conference, with a monster print run of 2,500 copies. Issue theme: Renaissance Scribes: Writing for Multiple Media.
Volume 2, Issue 1 (Spring 2007) was distributed at GDC '07, with about 1,600 print copies. Issue theme: Making 'em laugh: Writing for Fun and Funny.
Volume 3, Issue 1 (Spring 2008) "2007: The Year of Game Writing" was distributed at GDC 2008, with about 500 print copies. Issue theme: Writing for New IP, and the Growth of Game Writing in 2007.
Volume 3, Issue 2 (Fall 2008) was distributed at Austin GDC '08. Issue theme: writing for handheld consoles.
- http://www.creoludus.com/IGDA/gwsigQuarterlyQ405.pdf Volume 1, Issue 1. Fall 2005.
- http://www.creoludus.com/IGDA/gwsigQuarterlyQ106.pdf Volume 1, Issue 2. Spring 2006.
- http://www.creoludus.com/IGDA/gwsigQuarterlyQ206.pdf Volume 1, Issue 3. Fall 2006.
- http://www.creoludus.com/IGDA/gwsigQuarterlyQ107.pdf Volume 2, Issue 1, Spring 2007.
- http://www.quantumcontent.com/projects/gwsig/gwsigquarterly-2-08.pdf Volume 3, Issue 1. Spring 2008.
- http://gwsig.quantumcontent.com/wp-content/uploads/2008/10/quarterly7finalcoverfix.pdf Volume 3, Issue 2. Fall 2008.
- Post your article/interview/theme ideas here, or email them to: beth.a.dillon (at) gmail.com.