INDUSTRY
"Writing for All Audiences," Professional Techniques for Video Game Writing, 2008.
"How to Break In and Stay In," Professional Techniques for Video Game Writing, 2008.
Copy Editor for Game Writing: Narrative Skills for Videogames
Edited by Chris Bateman | Charles River Media/Thomson Delmar Learning | June 15, 2006
As computer games become more and more like Hollywood productions, the need for good story lines increases. Research shows that stories are highly valued by game players, so today’s studios and developers need good writers. Game Writing: Narrative Skills for Videogames is the first book written to demystify this emerging field. Through the insights and experiences of practicing game writers, this unique collection of practical articles provides the foundations to the craft of games writing.
ACADEMIA
"Signifying the West: Colonialist Design in Age of Empires III: The WarChiefs," Eludamos Journal of Computer Game Culture, Vol. 2, No. 1, 2008, 129-144.
"NDNWN: Designing Games with Aboriginal Stories," ACM Publication of FuturePlay 2007 Proceedings, November 14-18, 2007, Toronto, Ontario.
JOURNALISM
"Game Design Expo: EA's McCarthy On Designing For New Audiences," Gamasutra News, January 28, 2008.
"Game Design Expo: Radical's Zmak Gives Original IP Reality Check," Gamasutra News, January 24, 2008.
"Game Design Expo: Daglow Maps The Console Wars," Gamasutra News, January 23, 2008.
"Capitalizing on Curriculum: Industry Partnerships in Game Education," Game Career Guide Feature, July 31, 2007.
"Event Wrap Up: Vancouver International Game Summit," Gamasutra Cover Feature, May 16, 2007.
"VIGS: Wideload's Seropian On Indie Survival," Gamasutra News, May 7, 2007.
"Event Wrap Up: Game Career Seminar 2007," Game Career Guide Feature, March 13, 2007.
"Event Wrap Up: Game Design Expo 2007," Game Career Guide Feature, January 16, 2007.
"This Semester in Game Academia: Edition 1," Game Career Guide Feature, January 1, 2007.
"Aboriginal Science Exchange Camps," SAY Magazine, November Issue, 2006.
"SIGGRAPH: EA_Spouse, IGDA on Industry 'Quality Of Life' Issues," Gamasutra News, July 30, 2006.
"SIGGRAPH Keynote: Designing Games for Process Intensity," Gamasutra News, July 30, 2006.
"Event Wrap Up: Casuality Seattle," Gamasutra Cover Feature, July 6, 2006.
"Casuality Panel: Getting The Most Out Of Your Contract," Gamasutra News, June 30, 2006.
"Casuality: Luxor, Mah Jong Quest, Fish Tycoon Devs Talk Postmortems," Gamasutra News, June 29, 2006.
"Casuality Keynote: Electronic Arts' Bing Gordon," Gamasutra News, June 27, 2006.
"Casuality Keynote: RealNetworks’ Rob Glaser," Gamasutra News, June 27, 2006.
"Event Wrap Up: Girls 'N' Games," Gamasutra Cover Feature, May 18, 2006.
"E3 Panel: Analyzing World Markets," Gamasutra News, May 12, 2006.
"E3 Roundtable: Revitalizing Genres with Creativity," Gamasutra News, May 11, 2006.
"E3 Roundtable: Twists in the Production Pipeline," Gamasutra News, May 11, 2006.
"E3 Workshop: Persistent Professionals in Persistent Worlds," Gamasutra News, May 10, 2006.
"GDC: Serious Games Summit: Behind the Game: 'What's Wrong With Serious Games?'," Gamasutra Feature, March 22, 2006.
"Jumping into Digital Games Studies," Interface, Volume 6, Issue 1, February 1, 2006.
"Postcard from Austin Games Conference: Games in Asia," Gamasutra News, October 30, 2005.
"Event Wrap Up: Indie Games Conference: Casual Games," Gamasutra Cover Feature, October 18, 2005.
"Event Wrap Up: 2005 Indie Games Conference," Gamasutra Cover Feature, October 13, 2005.
"Event Wrap Up: Women in Games International," Gamasutra Feature, September 14, 2005.