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. She can be found on Twitter: @sandechen
In this video, game writer Sande Chen goes on a brief journey on the history of storytelling.
In this article, game designer Sande Chen argues that creating a taxonomy of educational games would aid greatly in assigning value and determining usage for these products.
In this article, game designer Sande Chen gives advice on how to interpret player feedback and how it impacts user experience.
In this video, game designer Sande Chen showcases the various game consoles that have been sold throughout the years.
In this article, game designer Sande Chen discusses the relationship of objects to storytelling.
In this article, game designer Sande Chen points out parallels between amateur manga and indie game development.
Sande Chen's Comments
[Blog - 08/21/2015 - 01:47]
If you 've read the ...
If you 've read the book series of A Song of Ice and Fire the basis for Game of Thrones , then I think you 'd recognize that there are powerful, strong-willed female characters in that universe, which although inspired by Europe 's medieval period, is still a fantasy universe.
[Blog - 08/14/2015 - 01:58]
I 'm not sure how ...
I 'm not sure how you got the idea that stacking the dice in an emergent narrative is equivalent to a directed, controlled narrative experience. r n r nIf you go to Wal-Mart, you could have an emergent experience. It could be boring or it might be exciting. If it ...
[Blog - 06/10/2015 - 02:22]
The rewards types were fairly ...
The rewards types were fairly typical in that the quest would reward you with in-game currency of either type or power-ups that would benefit your progress in the game whether in the form of gear or items or energy . r n r nI don 't think that developers are ...
[Blog - 05/26/2015 - 02:35]
Reid Kimball wrote under the ...
Reid Kimball wrote under the topic of 2-3 Hour Games on the blog. His thought process was about shorter, tighter focused gaming experiences.
[News - 05/18/2015 - 04:07]
[Blog - 01/26/2015 - 03:41]
Yes, I have. Those are ...
Yes, I have. Those are probably the closest to video games that I 've heard about. In my book, Serious Games: Games That Educate, Train, and Inform, David Michael and I also touch upon the topic of rehabilitation games in Japan.