NSI playWRITE testimonials
Industry Centre > Training programs > NSI playWRITE > Testimonials
"I'm very positive about the direction of the NSI playWRITE program. I've enjoyed working with the very enthusiastic writers who were selected to participate. They have been very responsive to feedback, and have worked hard to deliver the best material they can put together. I look forward to potentially working with NSI program grads in the future."
- Kevin Barrett
Director of Design
BioWare
"I've been working in filmed and interactive entertainment for 10 years now and have seen it from almost every angle I can think of. From audience and player to writer, director, actor, producer, network executive, interactive designer, programmer, and journalist, so it's hard for me to get really excited about workshops, conferences or boot camps. That said, PlayWRITE had me pumped from the get-go. The concept was long overdue and the timing couldn't have been better.
Zeros2Heroes, NSI and Telefilm did an exceptional job at executing on their vision.
The quality of mentors and participants was outstanding, but not just from a creative and professional standpoint. I found the group's enthusiasm, grace under pressure and generosity of spirit to be greatly inspirational to me. It was a privilege to be involved. I see the potential for the already mind-blowing gamestory experience to evolve exponentially because of this kind of program.
I wanted to be part of a creative team working on game before PlayWRITE... Now I'm chomping at the bit to get in there."
- Johnny Kalangis
Director of Original Programming and Interactive Arts
CBC
"The skills I learned from NSI playWRITE were non-linear story telling, non-linear dialogue, module creation, tight and shiny game bible creation, economic and audience considerations, how to thrive creatively within a box, basic knowledge of other aspects of the industry, how to get a foot in the industry and, after doing that, how to survive.
The boot camp was incredible and I consider myself very lucky to receive tips and attend presentations by so many intelligent and amicable professionals in the field. Their tips were helpful, applicable and we were able to cover an impressive variety of areas related to game writing and the video game industry. I originally mentioned that I think much more of the week should have been devoted to module design. I've changed my mind on that since it's not really directly linked to game writing. I would suggest that one day (as opposed to half a day) be devoted to module creation and only the basics be covered instead of a light and confusing dusting of the whole shebang.
My mentor, Ian Christy, was amazing, encouraging and challenged me to no end. And he did all of this on top of his full time job and mentoring 2-3 other participants. His feedback was rarely ever brief, late or vague. He would fill pages with tips, constructive feedback, compliments and anecdotes. I think I was very, very lucky to get him as a mentor. However, I hope the next playWRITE will have more available mentors so people like Ian don't get buried by us again.
I have written in almost every form of English writing at some point and I think game writing can be the most challenging for even the most seasoned writer if they don't learn to readjust how they view the role of the storyteller and audience. I think my best lesson in non-linear writing was in its actual application, such as creating my module and action branching/dialogue branching flow charts. This is when my plot holes and unfeasible story/game ideas became apparent and I had to learn to think more like the audience than as the writer. I still knew the experience and theme I wanted to provide the audience, but I had to allow them the freedom to figure it out themselves and give them many avenues to do so. I think game writing is less about linear and constant plot points, and more about the atmosphere, symbolism, characters and major plot points you provide them with. Everything else is their world."
- Amanda Doiron
NSI playWRITE Candidate
"With the growing complexity of games today there is a distinct need for writers who view themselves first and foremost as being game writers. The interactive nature of games requires writers who have a specific set of skills and interest in the medium, and the NSI playWRITE program is a great way to identify those people and give them the skills to get their career started. Propaganda Games got involved with playWRITE not only to improve the quality of the development community in general, but also as a means of identifying new talent for our studio. Through the mentoring process we have had the opportunity to see first hand the ability of playWRITE graduates and hopefully guide them towards a successful career as game writers."
- Paul Parsons
Propaganda Games
"The IGDA Game Writing Special Interest Group feels that programs like NSI playWRITE are vital to the development of the writing field in game industry. Although some prejudices remain, the industry is gradually coming around to the idea that as we adapt to the mass market, game writers have become essential to the development process. NSI playWRITE answers to the SIG's goals, which are as follows:
- To build a community of game writers, who are often isolated.
- To promote the art and craft of game writing to the industry as a whole; to dispel the myths and aid the successful integration of game writers into game development.
- To educate game developers about writers, and to educate writers about game development.
- To identify, and strive to address, those issues of importance to the community of game writers.
- To work toward better narrative in games.
By providing such a program, the National Screen Institute and Zeros 2 Heroes strengthen both the skills of future writers and connections to a growing community."
- Beth Dillon
IGDA