A World in Words: Writing Sundergard

When we think about the development of a mobile game, there are many jobs and responsibilities that probably come to mind almost immediately. Maybe you picture a team of software developers or a graphic designer or even an investor or two backing the project. More than likely, however, you don’t immediately imagine someone typing furiously at a computer to ensure that all of the lore comes to life. The seemingly obvious truth, though, is that everything you read had to have been written by someone.
I came onboard several months after the project was conceived, finding myself absolutely in awe of all that had already been accomplished. The story and lore team at Sundergard is truly exceptional, laboring over even the most minute details, leaving no proverbial stone unturned in the name of excellence. Having witnessed this up-close-and-personal, I felt a great deal of responsibility as a writer to do justice to that level of commitment. Sundergard is and always has been a passion project to those working on it, and I wanted that passion to seep out of every line, the implicit common denominator underlining everything you read as you dive into this world.
One of the most challenging aspects of the work was identifying the language and cadence of Sundergard and then executing it effectively. It’s about striking a balance between verbiage that feels authentic to the historical time period but remains readable to modern audiences. Like many other elements of the development of this game, it boils down to walking the line between fantasy and reality. There is no one factor that aided in achieving this goal. Quite literally everything counts in writing; where you end a sentence, the adjectives you employ in character descriptions, what familiar idioms you exclude to avoid excessive modernity. I can’t tell you how many times I’ve stared at one or two simple sentences for extended periods of time, reading them out loud repeatedly, agonizing over the fact that there’s just something not quite right. Then there’s the lightbulb moment and maniacal backspacing followed by what may be the most minor adjustment you can imagine.
“All of these small things ultimately become the intangible big thing that is the idea of better.”
But that’s exactly it. Like I said before, that’s how we do things here. And that’s why I’m so proud of what has already been accomplished and beyond eager to see where the journey takes all of us next. Oftentimes, the exceptional exists in the invisible, the things no one else notices, the decisions that some people say make no real difference. It’s choosing the word “distinct” rather than repeating “unique” for the umpteenth time or revising the second sentence in a paragraph so it has a different structure than the first. All of these small things ultimately become the intangible big thing that is the idea of better. Proofreading, editing, and writing content for Sundergard has been a labor of love. The work that we have all done is informed by our devotion to immersing you in a world you’ve never visited before in the pursuit of sparking joy as you play this game.
So, on behalf of the entire team, welcome to Sundergard, my friends.


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