Sentences with phrase «game writers often»

Video game writers often have educational backgrounds in writing, with a degree in English or journalism.
Video game writers often have an educational background in English, as well as experience in graphic or storyboard design.

Not exact matches

Walt Williams (lead writer of Spec Ops: The Line) stresses that the value of writing to a game often lives or dies based on that background: «It's only truly important if the creative director identifies as a writer.
Far Cry Primal — Promotional screenshot (Ubisoft) Jason Schreier, a writer at Kotaku — a site known for often getting wind of leaks ahead of any other publication — indicated that there is no reason to assume the next Far Cry game will be a Western, simply that it will take place in Montana.
Garnering enough momentum and five - star reviews is very often a game of chance, and the conditions that a self - published writer needs to fulfil on any given day to become an Internet phenomenon are as difficult to predict as the Melbourne weather.
We honor great movie directors and writers, but seem to more often forget to honor the developers who make the games we love even though the creative process is just as, if not more complicated and specific than film.
There's some room to flex your brain matter because the writers quite often enjoy throwing some moral quandaries into the mix or force you to recall details or things that others have said, once again bringing a sense of realism into the game.
There's a call of inclusivity and diversity within games industry, and there are many writers who are seeing to that; but how often do you see a studio tackle the story of a character overcoming that persecution, rather than just existing in a world where that persecution is absent?
Game plots didn't make sense, partially because writers were trying to be original, partially because the stories were written by game programmers or marketers instead of actual writers, and often because something was changed or lost in translatGame plots didn't make sense, partially because writers were trying to be original, partially because the stories were written by game programmers or marketers instead of actual writers, and often because something was changed or lost in translatgame programmers or marketers instead of actual writers, and often because something was changed or lost in translation.
Level design seems to take a low priority in general for games criticism, especially for RPGs; it isn't the only thing to talk about, obviously, and the script often rightly takes priority in many writers» minds.
I always find it a bit disappointing when game writers and developers feel they have to tie up all the threads at the end of a game, it's often clumsy and unnecessary.
Writers are often employed at earlier stages of projects to help shape the overall game and story design rather than being parachuted in at the last minute to fix pre-existing text,» says Ryalls.
Game studios often say «design first, writing second,» but in practice this means that the story is clumsily filled in by a writer or two (often to excessive length) around design sections already conceived, creating a disjointed mess, instead of the whole design being aimed at telling a story.
Writer Shamus Young details how games face these issues and more: how companies that make graphics cards don't often document the changes to drivers they make for popular games, how the licensing for music gets very complicated as time moves on, how both consoles and operating systems are locked down to prevent backwards compatibility.
Game projects will often use writers and narrative designers towards the end of a project but the role can do so much more.
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