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The Narrative Department

What It Takes to 'Go Pro' in Game Writing

A Career Journey in 5 Acts

· Behind The Scenes,How To Become A Video Game Writer,Tips From A Pro

The path to 'going pro' in game writing isn't a straight line for most people. Laurence Kennedy's journey from theater director to game designer at Paradox Interactive shows us that success comes from thinking strategically, making friends, and learning from every setback.

Part One: Laurence breaks in

When Laurence decided to transition into games, he made a counterintuitive choice that most career-changers avoid. Instead of trying to immediately replicate his leadership role from theater, he deliberately chose to start from a different place entirely.

In this clip, we talk about:

  • Post-pandemic career pivot from theater
  • The indie company experiment and why it didn't work
  • Wanting to learn vs. wanting to lead immediately
  • The unsexy but smart choice to be "a cog in a machine"

"I want to be a little stonemason on a cathedral."

Part Two: Why A Portfolio Isn't Enough

Yes, your portfolio matters - but it won't seal the deal. What hiring managers are really evaluating goes way deeper than your writing samples. Laurence explains what they're actually looking for in interviews.

In this clip, we talk about:

  • Why Hollywood writers often don't transition successfully
  • The real interview questions behind the interview questions
  • How to leverage non-game creative experience
  • Why teamwork skills matter more than perfect prose

"Can you play nice with others? Are you a piece of shit? Hopefully not."

Part Three: Learning From Rejection

Laurence got close to landing his dream job at Eidos—writing tests, multiple interviews, everything felt perfect. Then came the rejection email. But here's how that depressing moment became a turning point in his career.

In this clip, we talk about:

  • The value of constructive feedback on writing tests
  • Common rookie mistakes (even for experienced writers)
  • How rejection taught him to be more player-focused
  • Why "almost" getting a job was actually progress

"I really just didn't account enough for the player... It's the same hole every beginning game writer falls into."

Part Four: Surviving, Even Thriving After Layoffs

Layoffs are practically a rite of passage in game development. When Laurence faced his first one, it came with the added stress of potential deportation (!). Here's how he not only survived it but used it to build the network that launched his career to the next level.

In this clip, we talk about:

  • Processing the emotional impact of layoffs
  • Why being laid off with 70% of the studio was "a gift"
  • The power of colleagues who become advocates
  • How community support makes the difference

"Being an island when you get laid off... I couldn't do it."

Part Five: Building Skills Beyond Writing

Want to layoff-proof your career? Laurence shares the strategy that helped him transition from narrative design to game design—and why learning new skills while you're employed is crucial for long-term success.

In this clip, we talk about:

  • Why expanding beyond writing makes you more valuable
  • The freedom that comes from technical competency
  • Strategic skill development while employed
  • How small steps lead to big career pivots

"Implementation is power... what is one step away from what I'm doing?"

Laurence's story shows us something crucial: there's no single 'right' path into game writing, but there are smart strategies that work regardless of your background. The key is being honest about where you are, strategic about where you want to go, and committed to building both skills and relationships along the way.

Want to discover how to present yourself as the writer studios want to hire - even when they say they "aren't hiring"?

Join us for our workshop on August 23rd, where we'll be talking directly to narrative directors, game directors and recruiters about what they really look for in their writers - and how you can stand out.

JOIN OUR WORKSHOP

Susan O'Connor is an award-winning game writer who has worked on projects from the original BioShock to Hogwarts Legacy. Her projects have sold over 30 million copies and generated over $500 million in sales. She founded The Narrative Department to help writers learn the ins and outs of writing for games - skills that everyone assumes you somehow already know.

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