In honor of folks freaked out about how many things they “have to” do to advance their career, I present a very partial list of things I’ve been encouraged or expected to do/know since I got into games.
Not shown: which of these were fantastic advice, which were legit job requirements, and which were gatekeeping.
- history and canon of literary hypertext in the 90s
- improv technique
- theories of narratology
- all works of Infocom, Scott Adams, Melbourne House, Magnetic Scrolls, etc
- canon and design trends in CYOA and gamebooks
- who’s who in Oulipo
- history of text adventures in languages other than English
- state of digital humanities as a field
- Prolog, Answer Set Programming, and other logic programming approaches
- general history of table-top roleplaying game development and some rough concept of what goes on in LARP design both North American and Nordic
- Agile dev practices and a bunch of specific associated software and systems
- every game ever submitted to the IF Comp in its 24 years of history
- transmedia: what are/were the major projects, what are/were the tools, why haven’t we heard so much about it lately
- running safe and inclusive spaces, codes of conduct and the arguments concerning these
- nonprofit fundraising and institutional development
- JavaScript
- who is working on narrative games, game AI, or procedural generation at the academic, indie, and AAA levels in the US and Europe and ideally elsewhere also
- freelance scheduling, billing, networking, insurance, accounting, marketing and time-management strategies
- recent developments in interactive video and audio
- conversational pragmatics
- stage magic techniques
- C#
- norms of participation in academic conference program committees and journal reviewing
- marginalized authors in games and IF, and standout works that capture unusual experiences
- the landscape of London games/writing/journalism/TV/radio personalities specifically
- escape room design and canon
- interactive documentaries, canon and tooling
- roguelites
- the complete oeuvre of Telltale
- locational games, canon and tooling
- Lua
- every game that’s nominated for an IGF narrative award or other industry writing award, whether or not I was on the judging panel at the time
- uses of interactive storytelling in museums and cultural heritage sites
- who’s who in speculative fiction and what they’re doing these days
- standard wisdom about running startups, MVPs, and attracting investment
- ontology and knowledge representation
- writing for voice actors
- accessible app design for narrative-heavy apps
- art direction
- educational game design and requirements for school-facing projects
- design practices for VR and AR
- how to deal with being interrupted repeatedly, and other apparently gendered behavior that is hard to call out in the moment
- TADS, StoryNexus, StorySpace, Varytale, Twine, ink, Tracery, Texture, Unity, Unreal, GameMaker Studio, Hugo, Alan, Quest, Ren’Py, AIML, ChatScript, and assorted specific modding tools; how to plug these together, in some cases
- physical object storytelling, both in terms of common practice and in terms of production methods
- theme park design
- assorted visualization tools, now mostly JavaScript-based, though at one point there was a trend for Processing
- IF and narrative game publishing venues
- government grant application processes
- typography and layout
- Tableau
- public speaking skills
- board games with a narrative or storytelling element
- every “blockbuster” AAA game
- natural language processing methods; NLTK, assorted online APIs
- attend GDC, SXSW, PAX, PAX East, E3, IndieCade, Practice, GamesCom, Amaze, Develop, EGX, AdventureX, Feral Vector, ELO, ICCC, ICIDS, FDG, AIIDE, DiGRA, INT, et al. (yearly)
- narrative content design for MMOs
- history and current status of academic research programs in procedural narrative
- trends and marketing concerns in children’s interactive ebooks
- machine learning methods and tools
- how to write a literary novel that would garner respect, e.g. by winning the Man Booker Prize
- everything that would be taught in an undergraduate computer science course
- immersive theatre, what the major shows are and how they work
- assorted specific culture references, especially Westworld, Harry Potter, and Game of Thrones
- advergaming and viral marketing game tie-in methods
- how to write a popular novel that would make buckets of money and appear on the NYT bestseller list
- assembly language
- narrative design for free to play systems
- alt controller design
- how to wear clothes as a woman at an industry event
- current market size and revenues from interactive fiction games and narrative-heavy games
- Alexa skill creation
- Personal Brand development
- computational creativity theories and practices
- dozens of books of writing and design advice for game writers, screenwriters, novelists, etc, etc
- computational paralinguistics
- which parties to go to at GDC and how to get in
- detailed CV of the person I just met, who is no doubt famous, but unknown to me
- C++
- Zizek