Gregory A. Wilson

Gregory A. Wilson is Professor of English at St. John’s University in New York, where he teaches courses in speculative fiction, creative writing, and Renaissance drama. Outside academia he is the author of the epic fantasy The Third Sign, the award-winning graphic novel Icarus, the award-winning dark fantasy Gray Assassin Trilogy, and the D&D adventure/sourcebook Tales and Tomes from the Forbidden Library, plus a number of published short stories. He is the lead writer for the Chosen Heart video game, currently in development. He co-hosts the actual play podcast Speculate! (speculatesf.com) and is programming consultant for the Gen Con Writers’ Symposium. Under the moniker Arvan Eleron, he runs a Twitch channel focused on story and narrative, with many TTRPG campaigns of Dungeons & Dragons, Talisman Adventures, Beowulf, and others. He is also the lead singer and trumpet player for the long-running and critically acclaimed progressive rock band The Road. He lives with his family, in a two hundred year old home built by a sea captain from whom he hopes he can draw inspiration, in Connecticut; his virtual home is gregoryawilson.com.

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Related Events

Narrative Design In Games

May 21, 2022 9:00 am to 10:00 am

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Narrative design is often misunderstood as being a synonym for game writing, but good narrative design combines the tools of storytelling, game design, and narrative strategy to help bring a game to life. This panel brings together narrative designers to talk about the ways that narrative systems deliver, shape, and change storytelling – and how their own work in this field has evolved and grown over time.

What Authors Can Learn from Video Games

June 6, 2024 4:30 pm to 5:30 pm

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Video games are the most lucrative entertainment industry sector, with 65% of the US population playing regularly. What can SFF authors writing in non-game mediums — novelists, writers of short stories, novellas and novelettes, etc. — learn from gaming? What do video games teach us about world-building? How is video game storytelling the ultimate example of “show, don’t tell,” and what techniques can writers extract from it to use in a non-visual medium? How do video games create compelling characters with a spare minimum of dialogue/description, and how can we as authors learn to do the same? While our readers may not be able to control our stories as directly as players in a game, what can we learn from gaming to create the same feeling of first-person urgency through deep POV? What video game titles in particular do panelists feel have the most to teach us as SFF authors?

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