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
girl art writing
A lot of young girls don't realise how diverse the career opportunities are in games development. Many think that you need elite math skills and a vast knowledge of all things tech to work in games, and haven't thought about avenues like design, producing, art, writing or composing.
writing numbers feelings
There's the underlying feeling that writing must be easy, because it's all about putting letters together. That's only true in the same way that programming is all about putting numbers together.
team writing winning
The best advice I have is keep writing, keep practicing, keep winning, losing and understanding the difference. Never stop learning, never stop pushing yourself. Then find yourself a team you can work well with and help make awesome things happen.
writing talking desire
I can pretty much spend an entire week talking about how the writing process works, to be honest! It can really vary from project to project and is often dependent on when you're brought on board, the genre, the platform and the narrative desires of the project.
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.
board central dad electrical generating job realised
When I was really young, Dad wasn't that well known. I don't remember when I realised he was a writer, but I do remember him leaving his full-time job at the Central Electrical Generating Board to concentrate on books.
playing since
I have been playing games since I was about 6, and they've always been a big hobby of mine.
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.
fairly gone guided projects though toward types
My journalist sensibilities have guided me toward the types of projects I've gone for, even though the projects have been fairly diverse. It always has to have that interesting to attract me, I think.
Cavorting around fantasy-style environments with a rampaging horde of sycophantic psychos is inherently amusing.
terrified
Showing a videogame character terrified and scared is something that's not really done that much.
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.