Alexander Bevier

Game Writer and Design Researcher for Independent, School of Visual Arts

Alexander Bevier is a scholar and game designer. He recently finished a Masters in Fine Arts in Game Design and Criticism at New York University, where he researched Sid Sackson and mid-20th board game design. He is currently working towards an MA at the School of Visual Arts’ Design Research, Writing and Criticism program, where he continues to examine the history of game design.

He is a committee member of the IGDA’s Game Writing SIG and works with them on social media and communication. He annually moderates the SIG’s Roundtable meeting at the Game Developer’s Conference since 2013 and regularly works to keep the community a positive and safe space to discuss game narrative.

Alexander’s games range from RPGs about daytime soap operas, and dolphins trying to cause Global Warming. He’s recently finished work on Wadjet Eye’s Unavowed, set to release in 2017. Alexander is the co-author of Barnes and Noble’s Official Guide to the Nook and has worked as an editor, playwright, and filmmaker.

Talk Description:

A Short History of the Problems in Professional Game Writing

Game writing, alongside game design, is a profession in its infancy. As the form has developed into one of the most exciting aspects of games, new problems emerge on how to do the job well.

Join Alexander Bevier, game writer and design research as he probes conference documents and historical material to understand how game writers develop their craft. Learn how we’ve overcome challenges, discover new challenges, and discuss new possible solutions. This talk will also feature some of the best advice from gamers writers with decades of experience.

This research stems from my previous work on the emergence of the professional game designer, an occupation that dates back to the 1960s. Game Writing, being a subset of game design, has had many battles within the industry to prove it’s legitimacy. This reveals a new understanding of the importance of story in games. It shows how designers have found new, effective techniques for storytelling in games. This talk also shows the importance of narrative-based design tools like Twine inform the way game writing is perceived.

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