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Blogs

Sande Chen's Blog

Sande Chen is a writer and game designer whose game credits span 10 years in the industry. Her writing credits include 1999 Independent Games Festival winner Terminus and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild Award in Videogame Writing. She is the co-author of Serious Games: Games That Educate, Train, and Inform and a contributor to Writing for Video Game Genres, Professional Techniques for Video Game Writing, and Secrets of the Game Business. In 2006, she was profiled as one of the game industry's top 100 most influential women for her work as Director of Girls in Games, Inc. She has spoken about games at conferences around the globe, including the Game Developers Conference, Austin Game Developers Conference, and the Serious Games Summit D.C. She also has a Grammy nomination.

Member Blogs

Educational Games, Any Progress?  Featured Blogs
Posted by Sande Chen on Sun, 05 May 2013 12:00:00 EDT in Business/Marketing, Serious
In this article, Sande Chen, co-author of the book, Serious Games: Games That Educate, Train, and Inform, takes a look at the educational game market to see if there's been any improvements.
Read More... | 2 Comments

Play a Little: Office Space  Featured Blogs
Posted by Sande Chen on Mon, 19 Nov 2012 03:34:00 EST in Business/Marketing
In this article, Sande Chen ponders the connection between office spaces and creativity.
Read More... | 3 Comments

Learning Through Classic Games
Posted by Sande Chen on Sun, 01 Aug 2010 08:02:00 EDT in Design
In this article, writer and game designer Sande Chen urges game design students to take a look at classic video games.
Read More... | 2 Comments

Reflections on Train  Featured Blogs
Posted by Sande Chen on Tue, 14 Jul 2009 11:02:00 EDT in Design
In this article, writer and game designer Sande Chen discusses her experience with Train and asks what happens when the player isn't providing context to the game experience.
Read More... | 10 Comments

Articles by Sande Chen
Posted by Sande Chen on Fri, 26 Jun 2009 04:02:00 EDT in Design
Feature Articles written by Sande Chen
Read More... | 0 Comments

Action-Packed Short-Form Games: An Ideal Date?  Featured Blogs
Posted by Sande Chen on Fri, 01 May 2009 02:40:00 EDT in Design
In this article, writer and game designer Sande Chen suggests that action-packed short-form games are ideal for dating and also might be a great way to get teenage girls interested in games.
Read More... | 34 Comments

[More Sande Chen Blogs]   

Sande Chen's Comments

Comment In: Play a Little: Office Space [Blog - 11/19/2012 - 03:34]

Thanks for stopping by I ...

Thanks for stopping by I think that managers need to remember that inspiration and creativity needs to be nurtured and that even as adults, we may need stimulation to inspire new ideas and solutions.

Comment In: Tim Schafer: Stop laying off your employees once a game is done [News - 10/23/2012 - 10:02]

I think there are some ...

I think there are some similarities in business model where it would make sense to follow the freelance model of Hollywood. Yes, it would help to have a strong advocacy group or union or guild.

Comment In: Psychology is Fun [Feature - 09/23/2010 - 04:00]

I agree. Page 3 caught ...

I agree. Page 3 caught me by surprise.

Comment In: Learning Through Classic Games [Blog - 08/01/2010 - 08:02]

Thank you for your comment, ...

Thank you for your comment, Ron. For the final product, yes, visual appeal as well as non-bugginess is a deciding factor. But, for the process of learning game design, programmer-created art in prototyping usually does suffice :

Comment In: Reflections on Train [Blog - 07/14/2009 - 11:02]

Altug Isigan has written a ...

Altug Isigan has written a response to this blog entry: http://gamedesignaspect.blogspot.com/2009/07/comment-on-sande-chens-reflections-on.html

Comment In: Opinion: Mother Theresa Or Hitler? Designing for Ambiguous Moral Choice [News - 07/09/2009 - 05:01]

2007's PC RPG of the ...

2007's PC RPG of the Year, The Witcher, was known for its meaningful moral choices. The game is marketed around the tagline: There is no good, no evil... only decisions and consequences. See http://writerscabal.wordpress.com/2007/11/29/narrative-design-and-the-witcher/ for discussion on Act I's choice of letting villagers kill the witch or letting her live. ...

[More Sande Chen Comments]   

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