Rhianna Pratchett

Rhianna Pratchett
Rhianna Pratchettis an English video game writer, narrative designer, and journalist. She has worked on titles such as Tomb Raiderand its follow up, Rise of the Tomb Raider, Heavenly Sword, Overlord, and Mirror's Edge...
NationalityEnglish
ProfessionDesigner
Date of Birth30 December 1976
although bit designers earlier fitting games included round slowly writers
Ideally, writers and narrative designers should be included much earlier in the process, where they can be of most benefit. However, although the industry is slowly getting used to fitting narrative professionals into games development, we're still going through a bit of a 'square-peg in a round hole' phase.
games reviewing visiting
I did my degree in journalism, and I then went on to being a games journalist, reviewing and previewing games and writing about the industry, visiting and interviewing developers.
climbing dad drew found games liked maps played trees
I liked climbing trees and could often be found up one reading a book. I played games with Dad and drew maps for him on isometric paper. It was very bonding.
experience games raider
The launch of 'Tomb Raider III' was actually my first experience of the games industry.
games bridges voice
They are very good reasons why voice acting in games can be so terrible. Writers are in a great position to be able to bridge this gap.
games luxury feelings
Traditionally games never used professional writers to create their narrative, so there's definitely a residual feeling that hiring a proper writer is somewhat of a luxury, rather than a necessity. Like a feng shui consultant.
team mean games
Larger game teams are often a bit more experienced at working with writers, which is often a huge relief. However, it also means that there are more people wanting to wander around the narrative kitchen telling you how you should be making your story pies.
hands games stories
Games aren't created by writers rocking up to developers saying 'I have this great game story.' It's about establishing relationships and working hand in hand to create something wonderful.
adventures became happier humans rather warriors watching
Because I once became so distraught watching the film 'Watership Down,' my parents were happier to let me watch action adventures featuring humans and warriors rather than cute animals.
characters flesh medium people respect tend time treat writer
The thing with videogame characters is that they tend to be really undercooked, and people don't take the time to really flesh them out. They don't treat them with the respect that a writer writing characters in any other medium would treat their character.
adore bit life putting rate round valley
I still rate the bit in the first 'Tomb Raider' where the T Rex comes round the end of the valley and roars as one of the most awesome gaming experiences, and I still adore 'Tomb Raider' for putting that in my life.
definitely forth involved level single work writers
I think 'Overlord' has definitely benefited because I work with every single level designer, and working where we have space to tell the story. That's what it's all about - getting writers and storytellers involved in the team and being a back and forth process.
bit magazine studied work
I studied journalism at university, and I started a little bit of work on a woman's magazine called Minx that was aimed at 18- to 24-year-olds.
Cavorting around fantasy-style environments with a rampaging horde of sycophantic psychos is inherently amusing.