Game Writers SIG/Initiatives/Quarterly
International Game Developers Association
Table of contents |
[edit] Details
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.
[edit] Quarterly Format:
- Each quarterly has a central theme that runs throughout all articles (Game Writing Logistics, Finding & Negotiating Game Writing Contracts, etc.).
- Each quarterly has 2 editors, an Editor-in-Chief that handles recruiting and sending questions to the interviewees and a Managing Editor that handles research and layout.
- Guest Editors may be brought on to help edit any additional sections.
- Each quarterly features 5 questions that are sent by the Editor-in-Chief to 4-6 game writers from different areas of the industry and answers are assembled in a survey-style layout.
- Accompanying the interviews will be a feature article that discusses the issue's topic.
- The Managing Editor helps by writing accompanying material as well as editing and compiling material submitted by contributors.
- To keep ideas fresh, editor positions will rotate as the format for the quarterly becomes established.
- The format and presentation of this quarterly will be very similar to the Online Games SIG Quarterly, available at http://www.igda.org/online/quarterly/1_2/mmogdemographics.php
[edit] Plan of Action
- The first issue (Fall '05) was distributed at the Game Writers conference in Austin, with a run of 750 copies. Click here for a link to the online edition- http://www.creoludus.com/IGDA/gwsigQuarterlyQ405.pdf
Issue Theme: An Introduction to Game Writing
- Issue 2 (Spring '06) was distributed at the GDC with a run of 500 copies. A slightly revised edition was distributed at the Hollywood and Games Conference that summer. Click here for a link to the online edition- http://www.creoludus.com/IGDA/gwsigQuarterlyQ106.pdf
Issue Theme: Writing for Original and Existing IP
- The third issue, defined as Volume 1, Issue 3, (Fall '06) was distributed at the Austin Game Conference, with a monster print run of 2,500 copies. It can be read in PDF format at http://www.creoludus.com/IGDA/gwsigQuarterlyQ206.pdf
- Volume 2, Issue 1 was distributed at GDC 2007, with about 1,600 print copies.
- Volume 3, Issue 1 themed around writing for new IP and the successful growth of game writing was distributed at GDC 2008, with about 500 print copies. PDF available at http://www.quantumcontent.com/projects/gwsig/gwsigquarterly-2-08.pdf
[edit] Volunteers
- Beth A. Dillon (Editor-in-Chief)
- John Henderson (Managing Editor)
[edit] Editors Emeritus
- Ben Serviss
- Coray Seifert
- Andy Walsh
[edit] Get Involved
- Post your article/interview/theme ideas here, or email them to: beth.a.dillon (at) gmail.com.
