How to find a writer for your indie game
Good writing is the thing players quote back to you, and it's usually the last thing indie devs plan for. I'm making my own game too, and this is how I'd go about finding a writer who gets it.
- Decide what actually needs writing: story, dialogue, quests, barks, item text or store copy.
- Know your tone and say it in a few words (dry and funny, bleak, cozy, pulpy).
- Read excerpts, not résumés. Look for lines that sound like your game.
- Pay for one short test scene before you hand over the whole script.
- Put credit, pay, word count, revisions and who owns the text in writing.
1. Figure out what needs writing
"Game writer" covers a lot of different jobs. Pin down which ones you need:
- Story and narrative design: the big arc, characters, how the story is told through play
- Dialogue: conversations, cutscenes, NPC chatter, and branching choices
- Quests and missions: objectives, quest text, and the little stories inside them
- Lore and worldbuilding: item descriptions, codex entries, notes found in the world
- Barks: short combat and reaction lines that repeat a lot and can't get annoying
- UI and item text: tutorials, menus, tooltips, achievements
- Store copy: your Steam page, trailer text and press kit
Tip: Branching dialogue usually lives in a tool like Ink, Yarn Spinner or Twine. If you already use one, look for a writer who knows it. It saves a lot of copy-pasting into spreadsheets.
2. Know your tone before you look
Writers can switch styles, but every writer has a home voice. Write down three words for how your game should feel, plus a game or book that nails it. "Dry, a little sad, Disco Elysium but shorter" tells a writer more than a page of lore.
3. Read their writing, ideally in a scene
A list of credits doesn't tell you if their lines fit your game. Read the actual words:
- Dialogue that sounds like people. Read it out loud. If it's stiff out loud, it'll be stiff in your game.
- Short beats long. Players skim. Good game writers say it in fewer words.
- Characters that sound different. Cover the names and see if you can still tell who's talking.
- Writing that works with play. Lines that react to what the player did, not just lines that explain.
Good places to look are game jam credits, narrative design communities and Discord servers, the IGDA writers group, itch.io interactive fiction, and ComposerScout, where writer profiles show script-style excerpts right on the page. In Find my match you pick what you need written and your tone, and it shows up to three writers with the excerpt that fits best.
4. Test with one scene
A short paid test tells you more than any interview. Send one real scene from your game: who's in it, what just happened, what the player is choosing, and a word limit. You'll see how they handle your characters, how fast they turn it around, and how they take notes.
5. Send a clear brief
Your brief should cover:
- The game, the genre, and a short gameplay clip
- Your tone in a few words, plus one or two references
- What to write and roughly how much (word count, number of quests or lines)
- The format you need it in (a doc, a spreadsheet, Ink, Yarn, your engine)
- Character and lore notes they'll need, even rough ones
- How many rounds of revisions, the deadline, and the budget
Tip: Writers are usually priced per word, per page, per quest, per line or per hour. If the scope is fuzzy, start hourly or with a small milestone and switch to a fixed price once you both know the size.
6. Put the deal in writing
Write down the pay and how it's split across milestones, how many revisions are included, how the writer is credited (in-game credits and your Steam page), who owns the text and the characters, and whether they can show the work in their portfolio. If voice actors will perform the lines later, say so, since it changes how the lines should be written.
Red flags
- No samples, or only long prose with no dialogue.
- Every character sounds the same.
- Walls of text where a line would do.
- Vague answers about revisions, deadlines or rights.
Common mistakes
- Bringing a writer in at the end to "add the story" after the levels are built.
- No tone reference, then rewriting everything.
- Not counting words. A few hundred barks or item descriptions adds up fast.
- Forgetting the store page. Your Steam copy is writing too, and it's what most people read first.
Frequently asked questions
Where do I find a writer for my indie game?
Look at game jam credits, narrative design communities and Discord servers, the IGDA writers group, itch.io interactive fiction, and writer profiles on ComposerScout, which show script-style excerpts on the page. Find my match on ComposerScout picks up to three writers by what you need written and your tone.
How much does a game writer cost?
Game writers usually charge per word, per page, per quest, per line or per hour, and rates vary a lot with experience. Get a quote for a short test scene first, then agree on a price for the full scope with milestones.
What should I send a writer in my first message?
Your game's name and genre, a short gameplay clip, your tone in a few words plus a reference, what you need written and roughly how much, the format, your timeline and your budget.
Who owns the writing when I hire a game writer?
It depends on your agreement. Write down who owns the text and the characters, how the writer is credited, how many revisions are included, and whether they can show the work in their portfolio.
Is ComposerScout free?
Yes. Making a profile, browsing, matching and messaging are free for game devs, writers, video editors, composers, sound designers, voice actors, artists, VFX artists and programmers. Credit, pay and rights are agreed directly between the people working together.
Find a writer who gets your game
Pick what you need written and your tone, and see up to three writers with the excerpt that fits best. Message anyone for free and agree on credit, pay and rights together.
Find my writer