Writing for Games

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A01=Hannah Nicklin
Author_Hannah Nicklin
Category=A
Category=UB
Category=UGN
Category=UMK
Category=UY
character dialogue design
digital media pedagogy
eq_art-fashion-photography
eq_bestseller
eq_computing
eq_isMigrated=1
eq_nobargain
eq_non-fiction
ethical storytelling games
forthcoming
independent game development
interactive narrative theory
ludonarrative analysis
narrative design practice workbook

Product details

  • ISBN 9781041158332
  • Dimensions: 174 x 246mm
  • Publication Date: 14 Dec 2026
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
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Focusing on the independent videogames sector, this second edition of Writing for Games offers resources for communication, collaboration, reflection, and advocacy, inviting the reader to situate their practice in a centuries-long heritage of storytelling, as well as considering the material affordances of videogames and the practical realities of working in game development processes.

Structured into three parts, Theory considers the craft of both games and writing from a theoretical perspective, covering vocabulary for both game and story practices. Case Studies uses three specific game case studies to explore the theory explored in Part I, and seven in-depth interviews with well-known game writers excavating their craft. The Practical Workbook offers a series of provocations, tools, and exercises that gives the reader the means to refine and develop their writing, not just for now, but as a part of a lifelong practice.

The updated new edition adds the in-depth interview section and also contains brand new material on writing for and within genre, on how to be a good collaborator, a section on the problem of using AI/LLM in your practice, and a new introduction.

Writing for Games: Theory and Practice (Second Edition) is an approachable and entry-level text for anyone interested in the craft of writing for videogames.

Hannah Nicklin is an award-winning narrative and game designer, writer and academic who has been practising for over 15 years. She works hard to create playful experiences that see people and make people feel seen and also argues for making games a more radical space through mentoring, advocacy and redefining processes. Trained as a playwright, Nicklin moved into interactive practices after a PhD in the field, has run a mid-sized indie studio, and has contributed significantly to or directed 5 shipped titles.

She wrote this book for you.

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