Interview scorecard template

Video Game Writer interview scorecard

Evaluate Video Game Writer candidates across 4 weighted areas: body of work, craft and technique, reliability and process, and presence with an audience. Body of work leads at 35%, so ask for shipped titles with their exact narrative credit: quests written, barks logged, cinematics scripted, word counts, and whether the work survived. Use the rubric to compare role-specific evidence consistently.

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creative performancebranching dialoguegame writingink articynarrative designvo scripting
TL;DR
For body of work, look for evidence the candidate names shipped titles, owned questlines or characters, approximate word counts, and can point to specific lines players quote back. For craft and technique, look for evidence the candidate discusses state tracking, reactivity, and branch collapse fluently; writes to engine and localisation constraints without losing voice. Apply the written 1–5 anchors to every answer, record the evidence behind each rating, and use the factor weights to reach a consistent overall assessment.
Complete evaluation framework

What to assess and how to score it

Review the evidence signals before interviewing. Then use the anchored descriptions—not instinct alone—to choose the score that best matches each answer.

01
Evaluation factor

Body of work

35% weight

Ask for shipped titles with their exact narrative credit: quests written, barks logged, cinematics scripted, word counts, and whether the work survived to release or was cut.

Evidence to listen for

  • Has work that exists publicly and can be checked
  • States what they made versus what they contributed to
  • Can talk about range as well as their signature style
  • Knows how the work was received and by whom

Five-point scoring guide

1
Poor

Nothing finished or public; describes intentions rather than output.

2
Needs Improvement

Small or unverifiable body of work; unclear personal contribution.

3
Satisfactory

Real output with adequate range; reception described vaguely.

4
Very Good

Substantial verifiable work with clear ownership and range.

5
Excellent

Names shipped titles, owned questlines or characters, approximate word counts, and can point to specific lines players quote back.

02
Evaluation factor

Craft and technique

25% weight

Probe how they build branching content: Ink, Twine, articy:draft, Yarn Spinner, conditional flags, barks systems, and writing to strict VO character limits and lipsync constraints.

Evidence to listen for

  • Can discuss technique concretely rather than in terms of feel or vibe
  • Names influences and what they took from each
  • Explains a deliberate choice and the effect it was for
  • Knows their own weak areas and what they do about them

Five-point scoring guide

1
Poor

No technical vocabulary; cannot discuss choices behind the work.

2
Needs Improvement

Talks in generalities; choices sound accidental.

3
Satisfactory

Solid craft with some ability to explain decisions.

4
Very Good

Articulate about technique and deliberate about effect.

5
Excellent

Discusses state tracking, reactivity, and branch collapse fluently; writes to engine and localisation constraints without losing voice.

03
Evaluation factor

Reliability and process

25% weight

Check their pipeline habits: lore bibles, narrative design docs, Perforce or Jira workflows, VO recording deadlines, and how they handled scope cuts or a rewrite after a vertical slice.

Evidence to listen for

  • Meets deadlines and briefs, with evidence
  • Handles revisions and direction without ego
  • Describes how they work when the brief is vague or changes late
  • Has repeat clients, bookings, or collaborators

Five-point scoring guide

1
Poor

Misses commitments; cannot take direction.

2
Needs Improvement

Inconsistent delivery; defensive about revisions.

3
Satisfactory

Reliable on clear briefs; struggles when direction shifts.

4
Very Good

Consistently delivers and adapts; repeat collaborators.

5
Excellent

Hits VO lock dates, keeps continuity documents current, and rewrites fast when level design or scope shifts underneath them.

04
Evaluation factor

Presence with an audience

15% weight

Look for how they pitch and defend narrative in a room of designers: table reads, VO direction sessions, writers' room feedback, and handling creative director notes.

Evidence to listen for

  • Comfortable performing or presenting on demand, including cold
  • Reads a room and adjusts
  • Handles a bad night, a difficult client, or a hostile crowd without unravelling
  • Represents the employer well in front of others

Five-point scoring guide

1
Poor

Cannot perform or present on request; unravels under pressure.

2
Needs Improvement

Rigid delivery; no read of the room.

3
Satisfactory

Competent in familiar settings; less adaptable in new ones.

4
Very Good

Strong presence and adapts to the room.

5
Excellent

Pitches beats vividly, takes contradictory notes without ego, and directs actors or peers toward the intended read.

Evidence-led prompts

Interview questions for a Video Game Writer

Use these prompts to surface evidence for the weighted factors above and compare candidates against the same role-specific criteria.

  1. 01

    What types of games have you written for in the past?

  2. 02

    Have you ever worked on a multiplatform game project?

  3. 03

    Describe your experience writing for different age groups or audiences.

  4. 04

    What is your approach to writing conversation dialogue for characters?

  5. 05

    How do you balance character development and plot progression in your writing?

See the complete Video Game Writer question set
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