If you’ve been checking out our recent content, you may have had some indication that we rather enjoy Alien: Blackout here at Alien vs. Predator Galaxy. So when the people who worked on the game started to come out of their chambers of secrecy I jumped at the chance to chat to JD Sorvari, the Lead Writer and Narrative Designer for Alien: Blackout!
First off JD, I just wanted to thank you for taking the time out of your day to come and answer the questions of a bunch of nerds on the internet! Before we start talking Alien, please tell our readers a little bit about yourself and your journey to being a part of Rival Games.
As a fellow nerd on the internet, it’s my pleasure. Used to be that we didn’t see game writers interviewed in the media, but that is fortunately changing now. I used to be part of that problem, though not for a lack of trying, as I worked in games media for some five years before climbing the wall and escaping to the development side of things. My career before that was what you could call varied, ranging from assembling phones at the Nokia plant to being an assistant at a funeral home. Pretty much what you’d expect from a Comparative Religion major, eh?
I’ve always written though, mostly for my roleplaying campaigns. That’d be my top tip to any aspiring game writers out there: get into dungeonmastering. You learn so much about creating a functional narrative that people will enjoy interacting with.
Me joining up with Rival Games was one of those strokes of luck, where a husband of a friend heard of a new, local game studio looking for someone to consult a little on a project they had been prototyping. That consultation rapidly turned into me becoming the lead writer on The Detail, which was our debut game, followed by Thief of Thieves: Season One, and now Alien: Blackout.

Click here to continue reading our interview with JD!
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