Frequently Asked Questions

This page answers questions about what I do, provides quick "get-to-know-my-work" links, and lists common work-related queries I've had over the years.

Do you have any quick reads for me to get an idea of your work?

  • The overview covers all the major projects I've done over the years.
  • For writing samples and types of documentation I've written, please click here.
  • To get an in-depth look of my work, please see the following pages:
    • I managed a blog, wrote app store copy, and presented at conventions, while leading the research (prototyping) and development effort for a mobile midcore game called Monster Roller.
    • I wrote my own export tools on Excel VBA to insert card and tutorial (onboarding) JSON data into a blockchain-based trading card game called Relentless; I wrote the final tutorial text myself. This unique project combined web development, blockchain, and game design.
    • Using Figma, I created the UX flows, wireframes, in-game text, and website copy for a blockchain-based casino called Crazy House.

What types of documents have you produced?

Technical:

  • Game Design Documents, following publisher specifications
  • Game Engine Tutorials/How-Tos (proprietary UI, level, and video editor)
  • Admin Dashboard Usage Tutorials, in deck or document form
  • Feature Requests or Feature Specifications*
  • App Bug/Crash Reports (Mantis, JIRA)*
  • App/Game QA Testing (Smoke testing, Playtesting, Feature testing)*
  • UX Flows, UI wireframes
  • Product Roadmaps, Product Comparisons, Product Processes, following company policy
  • Tasklists & Gantt Charts (Pivotal Tracker, Trello, Google Sheets / Excel), following company policy

*I have also created specifications for these types of documents.

Creative:

  • Pitch writing for games, following publisher specifications
  • In-game cutscenes, tutorial, instructional, dialog, and flavor text

Marketing

  • Tech-related articles for programmers
  • Blog for indie game development process (link to archive here)
  • Copy for Apple/Google store app description, tagline, etc. (link to archive here)

What is your primary role these days?

I prefer to do technical writing in the tech/dev sphere, followed by copy writing for products, apps, and the like. I am comfortable working remotely, which I have done since 2011.

Why pursue writing?

Having been a developer, designer, and project manager, the one thing all these roles have in common is writing — which is also what I enjoyed the most when I was in those roles.

  • Writing for games involves technical, creative, and sales (copy) writing:
    • Technical writing — Game design documents (GDDs), feature requests, project management sheets, internal tool documentation, etc. must all adhere to a standard set by a client or internal policy, and the docs must convey tech-specific information to a specialized audience.
    • Creative writing — All the in-game text, help text, lore, plot beats, dialog, and worldbuilding must make sense and work with art, sound, and animation.
    • Copy writing — Me and my editor(s) promote the game on the app-store through taglines, descriptions, etc., as well as creating content strategy for a consistent blog.
  • Writing for web/app development is full of documentation for:
    • onboarding programmers — all the steps to set up a frontend stack such as the use of webpack, gulp commands, etc., followed by the backend stack and the toolchain for committing;
    • onboarding administration panel users — showing them which menus/flows are used to create/update/delete certain kinds of data, or to filter/sort in reports;
    • outside partners or 3rd-party integrations — explaining and selling to these potential partners the features of the app in a friendly, high-level manner
  • Writing for product design involves making feature roadmaps, interactive prototypes to show what information goes where, refining microcopy, and wireframing.
  • Writing for management involves creating and maintaining diagrams, gantt charts, Trello boards, and helping engineers breakdown arcs (or epics) into specific tasks with honest time estimations.
That's me! Some projects prefer to market their process while others do not. Art by Karen Manalastas for Boomzap Entertainment.

Requests for materials are dependent on the project and my employer's policy. Certain companies I've worked for are transparent about their process as part of marketing and attracting candidates that are a good fit for the culture. Other companies have projects in active development which can't be disclosed. In some cases, I will inform you if I require permission from my previous employer to release certain materials. All requested materials are to remain confidential between parties.

This question should also answer why some projects seem much more filled-out than others :)

Contact me ⇾