When I was in fifth grade, I wrote a play about the Trojan War. My homeroom teacher thought it showed initiative, so the class put it on at the end of the year. When I left the school in eighth grade, the school was still performing it. That was the year in which I watched a whole new class hide under our enormous papier-mache’ horse. In that moment, I said to myself, “Man, this crap sounds like it was written by a fifth-grader.”
And that’s about how my life has gone ever since.
In college, I took a lot of writing courses and formed a writing team with my then-girlfriend, now-wife. We broke into the world of pencil-and-paper roleplaying games. After college, we realized that world wasn’t going to pay the rent, and tried our hand at screenwriting.
In our first paid gig writing a ten-o’-clock spy drama, we sat down with one of the senior writers and asked his advice. When times got tough, what did he tell himself that made staying in the industry worth it? He considered for a moment and said, “Well… I discovered anti-anxiety medication.”
So the quest for a better life kept going. After a trip to the Game Developer’s Conference in 2005, we ended up in the video game industry. Now, video games have their own horror stories, but through the grace of whatever gods watch over video games (probably Eulalia, Muse of Franchises), I ended up at a series of pretty good places to work. I managed to build a career that’s spanned a bit more than a decade. I get to geek out about science fiction, fantasy, and horror as part of my day job, and that day job lets me support the family that I love.
So what do I want now? I want you to come on an adventure with me.
New Year’s is the time of the obligatory retrospectives, and I am not immune to the call of tradition. My writer friends are posting lists of the short stories they sold, or the final page of their manuscript’s rough draft, and other celebratory milestones. It makes me take stock and think about how much I’ve …
This being the Internet, I’m sure quite a few readers will instantly take exception to the title of this post. Fear not! This is not about me hating on someone for their politics, though I’ve certainly got some venom in reserve for that these days. Nor is it about their opinions in some fandom. At …
When we last left our intrepid introvert, I was writing letters to swing states to get out the vote. I kept that up until October 1st, the designated first day to send them out for maximum impact. By then, I was so sick of writing ’em. The final tally was 100 letters sent early to …
You can contact me by e-mail at heplerorama@gmail.com. I like to write back, but I can’t always. You’re more likely to get a response by posting on Bluesky (@theotherhepler.bsky.social) or Twitter (@theotherhepler), which I check far more often.
I prioritize working over ego, and family over working. Maintaining a web site and contacts with fans falls under “ego” stuff.
I’m sure you’re a cool person and we’d have lots to talk about.
A Writing Tour
This is is where I show off promotional materials, excerpts from books, links to published or produced works, and so forth. My LinkedIn page covers my specific responsibilities for the collaborative projects. (Writing samples are at the bottom — just scroll down.)
I have also spoken at the Game Developers’ Conference on the topic of writer research skills. If you’re an attendee, you can find my 2016 lecture “What Wikipedia Doesn’t Know Can Hurt You,” in the GDC Vault.
In a break from doom and gloom, I wrote gaming’s equivalent of the Hallmark Christmas Special, in which Lord Halar tries to assist his scientist granddaughter Avala during the winter holiday. The emotional beats at the end are all the more poignant if you know Avala is an Echo… in other words, like the player, she died and has returned to live an uncertain existence. The first mission is 15 minutes, but if you want the full 47-minute tour, I had my hands on every bit of dialogue in the patch.
To demonstrate my skills with short, urgent dialogue (more so than the BioWare or Wayfinder samples) and to throw in a little level design, I added this documentation, adapted from a timed writing test. All names have been changed to protect the guilty.
I briefly wrote for I Got Games/AVGLife’s interactive romance novels, and would welcome the chance to revisit the romance genre. Twine makes it easier to simulate the flow of an interactive piece without starting my own studio.