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Your recent reblog about game writing made me curious: how much would the skills of game TRANSLATION transfer to game WRITING. Because I’m already a translator in the games industry, and I feel like I already have to do a lot of that stuff? Dialog with multiple character voices, tutorials and tooltips with UI restrictions, working within other people’s settings obviously, etc etc. All while trying to keep things both snappy and entertaining for the players. Honestly you are making it sound like these sorts of nuts and bolts writing skills that a translator needs are more useful than coming up with ideas, which a translator does not generally do

Yes, absolutely. Localization devs do a great deal of the same kind of work that narrative designers do. The creative elements of coming up with story and narrative bits that will work within the constraints of a word budget, screen space, and even lin…

Do you know anything about breaking into the writing side of game development? Specifically what qualifications are required

Today’s reblog should get you sorted. [Link here].[Join us on Discord] and/or [Support us on Patreon]Got a burning question you want answered?Short questions: Ask a Game Dev on TwitterShort questions: Ask a Game Dev on BlueSkyLong questions: Ask a Game…

Why are there games without dedicated stealth mechanics that put in random stealth sections? Theres a fair number of times those situations either lack tools for the player to properly plan their route and identify threats (lack of a proper cover mechanic/corner look for example) or they lack proper detection for enemy units leading to immersion breaking behavior (no noise detection leading to a full sprint directly behind someone not being detected) and those types of things seem integral to a stealth style of game. While they can obviously be done well when done poorly they can feel like a very frustrating or out of place moment in an otherwise very good game.

Non-stealth games put in stealth minigames for the same reason that we put in lockpicking minigames, crafting minigames, rhythm minigames, collectible card minigames, and the others. The entire reason we put them in isn’t because they’re super fun, but…