Starting back in July, I began submitting Neverwinter Nights modules to Bioware in hopes of getting on with their new Austin studio. These modules were dialogue-focused per the submission guidelines because I was applying for a writer position. My initial submission peaked enough interest that I received some direct feedback on how to improve, and [...]
Writing interactive dialogue
Filed under Tips & Tools on October 17, 2006
Keywords: Bioware, dialogue, Neverwinter Nights, submissions
Full steam ahead
Filed under Design Diary, Writing Journal on September 21, 2006
Keywords: Bioware, Goldbox Media Group, Neverwinter Nights
It has been a busy month since GenCon. Here’s what I’ve been up to.
Goldbox Media Group
I completed my business plan last week and am now trying to woo investors. I met with the senior advisor of the Game Art & Design program at the Art Institute of Portland, who invited me to attend their graduate [...]
Quest for Bioware update
Filed under Design Diary on July 31, 2006
Keywords: Bioware, Neverwinter Nights
I received an email from Bioware on Friday concerning my recent NWN module submission. While it wasn’t good enough to garner an interview, I was given feedback on where it fell short and given the opportunity to submit again directly to the reviewer. I started work on a new concept on Saturday and things are [...]
Lunch with a Young Dragon
Filed under Design Diary, Young Dragons on July 10, 2006
Keywords: Bioware, GenCon, Neverwinter Nights, True Dungeon
I finally got to sit down with fellow WotC author Erik de Bie this past Saturday. He was down my way and we met for lunch. It was good conversation on a beautiful afternoon. Erik’s career is taking off, and it couldn’t have happened to a nicer guy. I look forward to tromping through the [...]
NWN QA
Filed under Design Diary on July 3, 2006
Keywords: Bioware, Neverwinter Nights, submissions
Now that Neverwinter Nights has been out for four years, and official support for it has been dropped in favor of the upcoming release of a sequel, I’ve finally built a module.
You might be wondering why I’m messing around with an old computer game instead of writing, so let me explain. In March of [...]

