Annie VanderMeer 鈥03 unpacks a career in creating video games.
By Andrew Faught / Photo by AJ Thompson
As one of the narrative designers of the award-winning video game Unpacking, Annie VanderMeer 鈥03 helped dream up thousands of physical items鈥攆rom the mundane to the meaningful鈥攖o illustrate life鈥檚 journeys through the things we carry.
The dialogue-free game follows an unseen and unheard female protagonist between 1995 and 2015, from her childhood, to college, and on to adulthood. In thirty-five rooms, players unpack boxes of her toys, books, and memories, decorating various living spaces, while also divining clues鈥攖hrough objects and settings鈥攁bout the character鈥檚 personal journey.
鈥淲e essentially mapped out this arc of who she was and who she became,鈥 says VanderMeer, narrative lead with Digimancy Entertainment, a fully remote studio. 鈥淲e鈥檙e telling a story with stuff.鈥
The experience, she adds, taps an emotional resonance in players: 鈥淲hile you鈥檙e putting together this person鈥檚 story, you naturally reflect on how your own life has gone鈥攜our moves and the stuff you鈥檝e chosen to bring with you.鈥 (One scenario suggests a breakup with a love interest, as the adult character finds herself living again in her childhood room.)
Billed as a 鈥淶en鈥 puzzle game, Unpacking won the BAFTA (British Academy of Film and Television Arts) for Best Narrative, and a number of other awards. The game was created by Australian game developer Witch Beam, for whom VanderMeer was a contract employee, and released on multiple platforms in 2021.
In the past decade, developers have pioneered new ways to develop more immersive, story-based content. Unpacking provides a voyeuristic thrill, and a kind of intimacy with and empathy for the unnamed protagonist, says VanderMeer, who works from Seattle.
鈥淭he modern term is you鈥檙e developing a parasocial kind of connection to this person whose stuff you鈥檙e putting away,鈥 she adds. 鈥淵ou鈥檙e helping a friend move in.鈥
The game has a deliberate pace that allows for introspection, with no requirement that the player dodge bullets or slay dragons. A single player visits living spaces in eight different years of the character鈥檚 life, learning about her through her possessions. There are no rules, and it鈥檚 not competitive.
鈥淭here鈥檚 no way to fail,鈥 VanderMeer says. 鈥淵ou鈥檙e not going to drop and break something. You鈥檙e not going to put something in the wrong spot and the game is going to end. There are parts where you can鈥檛 really finish a level, because you can鈥檛 put a toaster in the bathtub, but there aren鈥檛 consequences.鈥
VanderMeer always has been a video game fanatic. Growing up in Mesa, Ariz., she played classic role-playing games on her dad鈥檚 PC, and 鈥減latformer鈥 games (in which players move through a series of environments) on consoles. Today, she enjoys 鈥渁 bajillion鈥 new titles, including the narrative-driven games Inscryption, and Horizon Forbidden West.
But she never figured she鈥檇 make a career of games. Male gamers often were openly hostile toward female gamers, including VanderMeer, questioning their interest. 鈥淭here was a great deal of gatekeeping from guys, insisting that you prove your knowledge and skill or be labeled a fake,鈥 she says.
There were other dissuading factors. She comes from a family of doctors and academics, and gaming didn鈥檛 seem to fit the part. VanderMeer decided that she鈥檇 become an English professor.
She enrolled at Macalester because she wanted a liberal arts experience in a culturally diverse setting. She majored in English with, not surprisingly, a specialization in creative writing, but then fate intervened.
After graduation, she took a job at the electronics retailer GameStop in Irvine, Calif. She met game developers from nearby firms who came into the store on their lunch hour. After VanderMeer served as a panelist on a 鈥渟ci-fi/fantasy/geek convention鈥 at the University of California鈥揑rvine, the roommate of a friend who worked at video game developer Papaya Studio approached her and asked if she鈥檇 be interested in writing for the company.
It turned out the writing was more in the public relations vein. But company leaders did say she could write a game story鈥Taxi Driver, designed as a 鈥渟equel鈥 to the film of the same name.
She jumped at the opportunity, and then joined Obsidian Entertainment in 2006, helping to create the Dungeons & Dragons property Neverwinter Nights 2. After working on both big-budget 鈥淎AA鈥 games, including Destiny and Guild Wars 2, and small-team indie titles, she was hired as narrative lead at Digimancy in August.
While nearly half of all US gamers are women, only a quarter of game developers are women, according to the market research firm NPD Group. VanderMeer says it鈥檚 difficult for women, including herself, to advance into senior roles, attributing this to the industry鈥檚 having long been male dominated and a continuing perception that women aren鈥檛 good with tech that has carried over into games.
Throughout her career, VanderMeer has been encouraged by Stephanie Burt, who taught English at Macalester from 2000 to 2007, and advised VanderMeer鈥檚 thesis on science fiction and fantasy. Burt is now a professor of English at Harvard. An award-winning poet, Burt says it鈥檚 her former prot茅g茅 who has given her a lesson in storytelling.
In the fantastical world of video games, VanderMeer has figured out new ways to address character and emotion, Burt says.
鈥淗ow are the emotional possibilities for a character different because they can commune with cats, or merge with a laser-guided robot, or turn into a cloud?鈥 Burt asks. 鈥淎nnie is just so good at thinking about things like that.鈥
VanderMeer tells students who are interested in gaming to focus on what excites them. 鈥淓ven though I loved taking English courses at Mac, I deeply appreciated exploring other subjects. Game development is home to so many roles and disciplines鈥攈aving a diversity of learning experiences helps.鈥
While some players have questioned what Unpacking is all about, VanderMeer has her own reasons for enjoying the game.
鈥淚t鈥檚 profoundly satisfying to open boxes and put things away鈥攊t鈥檚 a weird primal thing,鈥 she says. 鈥淚t鈥檚 hard to not feel close to somebody when you鈥檝e put away their underwear.鈥
Andrew Faught is a freelance writer based in Fresno, Calif.
