Announcing Making Fun: Stories of Game Development – Volume 1

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Posted by David on July 21, 2016


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I am pleased to announce MAKING FUN: STORIES OF GAME DEVELOPMENT – VOLUME 1. The book, due for publication on September 13, covers a wide range of indie and blockbuster games such as FTL: Faster Than Light, Spaceteam, The Legend of Zelda series, Gabriel Knight, and Donkey Kong Country.

You'll find the official synopsis below. It's already available for pre-order on Kindle, and I'll post details on paperback and other digital editions soon.

In the meantime, I'd like to tell you how this book came to be.

MAKING FUN V1 collects an assortment of my articles and serialized stories published on Episodic Content and by freelance clients. In other words, I'd already done all the writing; I just needed to sit down and curate 10 or so stories to anthologize.

Actually, that's not true. While some stories were left unaltered, I spent several weeks revising and expanding others, namely magazine articles originally written under tight page restrictions. In other cases I slipped in bonus interviews and other content to supplement stories. So picking up MAKING FUN V1 will still be worth your while even if you've read one or more stories elsewhere.

I hope to release a new installment in MAKING FUN every 12-18 months or so—every time I've accumulated enough content to justify putting out another volume. I go into more detail regarding the origin of this series in V1's introduction, but the long and short of it is, Internet and magazine content has a nasty habit of disappearing. Trending one day, old hat the next. Poof. Gone. Not gone, exactly, but forgotten, and that's almost as bad.

I'd rather not see work I shed blood, sweat, and tears over buried by the Internet's perpetual deluge of STUFF, so this is my way of preserving it. Preserving videogame history is kinda my thing. Well, one of my things.

There's another reason, and a shamefully selfish one. I've had a difficult year. Since Late May of 2015, I've been working 50-60 hours per week, spreading myself thin between book deadlines, freelance writing, and labors of love such as Episodic Content. Despite my best efforts, it became painfully clear last Christmas that I wasn't going to meet the deadlines necessary to get POINT OF FATE and BREAK OUT on shelves this year.

To say I was devastated would be putting it lightly. I was exhausted and mentally fried. I'd sacrificed energy, hobbies, and time with loved ones in a huge push to write two books at once and do the writing that keeps the lights on. The lights are still on. That's the bright side. Get it?

In January, I got the idea for MAKING FUN. (Not that title; that almost always comes much later because I'm terrible at naming things.) The notion of packaging some of the work I'd already labored over cheered me up. It would get various pieces a wider circulation, and I'd be able to release a book in the 2016 calendar year.

Maybe that seems superficial, and maybe it is, but only in part. Creating things, writing things, is my life. It's how I celebrate when I'm happy; it's how I pat myself on the shoulder when I'm running on fumes and in need of a pick-me-up.

I promise you'll enjoy MAKING FUN, especially if you've enjoyed my other game-history books, and I hope you'll look forward to it.



No longer a hobby just for geeks holed up in basements, video games are everywhere. From public parks swarming with families hunting for Pokémon to enthusiasts who live on the bleeding edge of PC hardware, millions of people play games every day.

A select few of those individuals are so inspired by their favorite games that they make the jump from player to creator, becoming architects of experiences that leave indelible marks on our lives and culture.

These are their stories.

Weaving together extensive research and interviews, Making Fun: Stories of Game Development – Volume 1 chronicles narrative-style accounts about the making of video games and the people who make them — their goals, their struggles, and their triumphs.



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