Sande Chen's Blog
Sande Chen is a writer and game designer whose game credits span 10 years in the industry. Her writing credits include 1999 Independent Games Festival winner Terminus and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild Award in Videogame Writing. She is the co-author of Serious Games: Games That Educate, Train, and Inform and a contributor to Writing for Video Game Genres, Professional Techniques for Video Game Writing, and Secrets of the Game Business. In 2006, she was profiled as one of the game industry's top 100 most influential women for her work as Director of Girls in Games, Inc. She has spoken about games at conferences around the globe, including the Game Developers Conference, Austin Game Developers Conference, and the Serious Games Summit D.C. She also has a Grammy nomination.
In this article, Sande Chen, co-author of the book, Serious Games: Games That Educate, Train, and Inform, takes a look at the educational game market to see if there's been any improvements.
In this article, Sande Chen ponders the connection between office spaces and creativity.
In this article, writer and game designer Sande Chen urges game design students to take a look at classic video games.
In this article, writer and game designer Sande Chen discusses her experience with Train and asks what happens when the player isn't providing context to the game experience.
Feature Articles written by Sande Chen
In this article, writer and game designer Sande Chen suggests that action-packed short-form games are ideal for dating and also might be a great way to get teenage girls interested in games.
Sande Chen's Comments
[Blog - 11/19/2012 - 03:34]
Thanks for stopping by I ...
Thanks for stopping by I think that managers need to remember that inspiration and creativity needs to be nurtured and that even as adults, we may need stimulation to inspire new ideas and solutions.
[News - 10/23/2012 - 10:02]
I think there are some ...
I think there are some similarities in business model where it would make sense to follow the freelance model of Hollywood. Yes, it would help to have a strong advocacy group or union or guild.
[Feature - 09/23/2010 - 04:00]
[Blog - 08/01/2010 - 08:02]
Thank you for your comment, ...
Thank you for your comment, Ron. For the final product, yes, visual appeal as well as non-bugginess is a deciding factor. But, for the process of learning game design, programmer-created art in prototyping usually does suffice :
[Blog - 07/14/2009 - 11:02]
Altug Isigan has written a ...
Altug Isigan has written a response to this blog entry: http://gamedesignaspect.blogspot.com/2009/07/comment-on-sande-chens-reflections-on.html
[News - 07/09/2009 - 05:01]
2007's PC RPG of the ...
2007's PC RPG of the Year, The Witcher, was known for its meaningful moral choices. The game is marketed around the tagline: There is no good, no evil... only decisions and consequences. See http://writerscabal.wordpress.com/2007/11/29/narrative-design-and-the-witcher/ for discussion on Act I's choice of letting villagers kill the witch or letting her live. ...