Rayna Anderson's Blog
Currently employed as a Narrative Designer in Montreal. In the industry for nearly a decade, most of that as a Game Designer.
I wrote this article years ago, after the first ARG, The Beast, had reached its conclusion. I interviewed the lead writer on the project, Sean Stewart, about what their vision was and how they managed the execution of it as it expanded and evolved.
Rayna Anderson's Comments
[News - 06/15/2016 - 04:01]
What a great post-mortem. Thank ...
What a great post-mortem. Thank you for sharing so candidly with us. It 's good to hear not just the technical wins and losses, but the personal growths and revelations as well.
[Blog - 02/25/2016 - 07:39]
Asking What are you working ...
Asking What are you working on can exhaust many people given the NDAs we sign. The pre-announcement stage tends to be fairly long at most studios. What have you worked on recently is safer, but doesn 't leave room for much discussion, just asking someone to recite their CV. What ...
[Blog - 10/16/2010 - 04:00]
This reminds me a lot ...
This reminds me a lot of Story by Robert McKee that I'm reading right now. I think that a lot of games could learn by taking a more technical approach to building stories. With the right foundation a lot of games could be a lot stronger, story-driven or not.
[News - 08/04/2010 - 08:26]
I'm sad to say that ...
I'm sad to say that I've encountered this before, activision isn't the only company. When I was lead designer/writer on a murder mystery game, I was forced to rewrite everything because the higher-ups didn't want a female to be the murderer. They said that people wouldn't believe that a female ...
[News - 04/23/2010 - 09:17]
[Blog - 04/05/2009 - 03:22]
Great post There are so ...
Great post There are so many ways that people can tell stories, it took movies a while and an advance in technology to get past the need for words. American cinema can be pretty bad for exposition sill though. Hopefully we can get games to that point sooner than later: