Tracy Hickman Portfolio

Location-based
Virtual Reality:
Pitch, Writing & Design

As Director of Story at The VOID for the last five years, it has been my honor to work on immersive, location-based entertainment with branching narratives and interactive content centered on the story of the person experiencing the environment.

Ghostbusters Dimension

ABOUT MY WORK ON THIS PROJECT...
I designed this VR project with Curtis Hickman, the Chief Creative Officer (COO) of The VOID. It was my in-person pitch of the story to Ivan Reitman and the director Paul Feig that helped secure this franchise for our company.

I wrote the script for this experience and every successive draft. The experience premiered at Madame Tussaud’s in New York City and played there commercially for more than twice its contracted run. The experience also won a 2017 award at the VR Awards for Best out of home VR Entertainment.

When the ‘Act One’ video was reshot, I not only rewrote the script but directed Dan Akroyd for the principle photography. That was an unexpected delight!


Star Wars: Secrets of the Empire

ABOUT MY WORK ON THIS PROJECT...
I was the Writer (often incorrectly attributed) and a VR Designer on this project working closely with the ILM/xLabs team throughout the project.

I rewrote dialogue during the motion-capture shoot with Allan Tudik … even acting as prompter for Allen during the shoot.

I also rewrote dialogue for Diego Luna during the ‘Act One’ filming … thereby able to accommodate his personal style in delivery on set in real time.

This VR experience had a tremendous commercial run in all of the VOID locations — especially in Downtown Disney at Disneyland and Disney Springs at Walt Disney World. The experience also won two Cannes Digital Craft Lions awards in 2018.


Avengers: Damage Control

ABOUT MY WORK ON THIS PROJECT...
I was the primary writer on this difficult project working closely with the ILM/xLabs team and the Marvel Cinematic Universe.

Jumanji: Reverse the Curse

ABOUT MY WORK ON THIS PROJECT...
I pitched a “Haka’ar” storyline to Sony and Dwayne Johnson’s production company in conjunction with their anticipated release of their ‘Jumanji: The Next Level’ film. Having approval, I then was part of the design team creating our most immersive and interactive experience to date, scripting the experience and its dialogue around the design.

Our ‘Act One’ setup video was shot in a Los Angles studio with the delightful actor Rhys Darby reprising his role as Nigel Billingsley, the Jumanji explorer guide. My on-set rewrites included capturing and ‘working in’ many of Rhys’s delightful extemporaneous lines.


Nicodemus

ABOUT MY WORK ON THIS PROJECT...
This project offered one of those rare experiences where we were able to originate the story for the design, execute it in script and see it completed through to completion while maintaining the vision of its creator.

Curtis Hickman, The VOID Chief Creative Officer, wanted to incorporate a number of elements into a horror experience. I suggested that we use the Columbian Exhibition of 1893 as the setting for a monster horror story. He was very familiar with the setting from ‘The Devil in the White City’ and together we sketched out the story of the experience.

Under his direction and guidance, I then wrote a novella as a meta-companion work to the experience. (Download a copy here.) This literary work contained both clues and story framework for the VR experience — giving deeper meaning to the experience for the guest as well as contextual hints that were useful to navigating the experience successfully.

Publishing & Novels

I am an International and NYT Best-selling novelist. I have been professionally writing novels for nearly 40 years both with partners and on my own. I have over 70 novels in print and have been translated into most languages around the world. What I offer below is a representative sampling from my body of work. My more complete bibliography may be viewed here.

Dragon’s Bard Series

‘Eventide’ is brought to life through the stories of the interweaving lives of its citizen characters, their follies, joys, tragedies and triumphs on a scale of life to which we can all relate. In the end, it is a visit to a place where we ourselves would like to settle down and live out our lives as we should.

ABOUT MY WORK ON THIS PROJECT...
Dragon’s Bard was conceived, written and published by my wife and me as an experiment in publishing in the modern age using the lessons of the past. Utilizing a ‘subscription model’ patterned after the serialized novels of Charles Dickens, we created an online website where our fans could not only received chapters of the book as it was written — but would also receive a hardback, signed and numbered edition at the end of the process as part of their subscription.

Every aspect of the project — from concept and marketing through the layout and publication of both the e-book and physical book — have been handled by us here in our home. We can and have executed the complete process in the modern age of publishing.

While this is not our best known work — it does show how innovation can lead to entirely new markets in publishing today.

Dragonlance Series

Dragonlance is a shared universe created by Laura Hickman  and me, and expanded by myself and Margaret Weis. into a series of fantasy novels.  Dragonlance is one of the most popular shared worlds in fiction. Weis and Hickman’s  Dragonlance  novels have made over twenty bestseller lists, with sales in excess of 22 million.

ABOUT MY WORK ON THIS PROJECT...
Many of our Dragonlance novels are International and New York Times Best-sellers. It is, perhaps, the single series with which I am most closely identified.

My wife Laura and I originated the concept and the title while we were driving to TSR, Inc. to take a new job there as a game designer. Laura and I had previously originated the concept of weaving narrative story into role playing games with our ‘Nightventure’ series of self published adventures.

What is important here is that this series was developed as a product first rather than a literary work. Dragonlance was initially a game proposal which I presented to TSR, Inc. and became the project creative lead. The adventure game ‘modules’ were being developed along the story line lone before the novels were a consideration.

It is unquestionable that the novels in this series — even with the success of the original products — have outperformed games by a wide margin in terms of financial return.

Death Gate Cycle

The Death Gate Cycle is a seven-part series (heptalogy) of fantasy novels written by Margaret Weis and me. We created five distinct fantasy worlds during the course of the series, along with developing the cultures of five major races: the unique Patryn and Sartan, and the common fantasy races of dwarves, elves, and humans. This included a system of magic inspired by Quantum & Uncertainty principles.

ABOUT MY WORK ON THIS PROJECT...
In the parlance of publishing, this series ‘cleared its advance’ (an unusual event in publishing where the advances paid to the author were earned out through sales, causing additional royalties to be paid above the contract terms). The series is still in print.

Annals of Drakis Series

Once humans had magic and an alliance with dragons. Now they and the other races have been enslaved by the Rhonas Empire-the elves-and can’t even remember the world the way it used to be. But thanks to the intervention of one determined dwarf and the human slave warrior known as Drakis, all of that is about to change.

ABOUT MY WORK ON THIS PROJECT...
We sold this series as a ‘fantasy Spartacus’. I loved the idea that nearly everyone else in this book wants our hero to be the prophesied savior of the world … except the our hero himself.

Wayne of Gotham

When the Batman begins to investigate the events surrounding his parents’ murder, he will also uncover the darkest secrets of his family’s past. No fan of the Dark Knight will want to miss this one-of-a-kind window into Gotham’s dark protector in this fast-paced thriller from New York Times bestselling fantasy writer Tracy Hickman.

ABOUT MY WORK ON THIS PROJECT...
An example of my novel writing for an established IP. When offered the assignment, I was told I could do whatever I wanted with the character of Batman. I almost immediately realized that my first rule would be to ‘not be the writer who screwed up Batman.’

This lead me on a long and wonderful research journey with Batman down through the years. I soon realized that there were many visions of what Batman was or could or should be. Ultimately, I saw myself as the temporary keeper of a long legacy — and tried to be as authentic as possible while honoring the contributions of all the other creatives who had proceeded me.

I am still very fond of the result … and still smile at the joy I had in writiing dialogue for the Joker and Harley Quinn!

Games and Multi-path Narrative

I have been writing narrative in a multi-path environment for approaching 40 years. I am considered a pioneer in this field and many of my works are considered classics. Below is a sampling of my projects.

Dragonlance AD&D

The fourteen-module series for the Advanced Dungeons & Dragons role-playing game. This is the first series to attempt creating a cohesive and contiguous narrative across multiple role-playing game adventures. Now considered a classic.

ABOUT MY WORK ON THIS PROJECT...
As was typical of companies at the time, TSR, Inc. had hired an outside consulting firm to give them advice on their company product. At the time when I first proposed this series of adventures, there were twelve different types of dragons in the Advanced Dungeons & Dragons game books … six good and six evil. So, I initially proposed twelve adventures in the sequence. These eventually grew to two more for a total of 14.

Ravenloft AD&D

Ravenloft is an adventure module for the Dungeons & Dragons (D&D) fantasy role-playing game. TSR, Inc. released it as a standalone adventure booklet in 1983 for use with the first edition Advanced Dungeons & Dragons game. It was written by Tracy and Laura Hickman.

After its publication, Ravenloft became the single best selling adventure in Dungeons & Dragons history and is still recounted as the all-time favorite adventure for many gamers. Ravenloft was explored through dozens of adventures, accessory books, novels and even a few video games.

ABOUT MY WORK ON THIS PROJECT...
Ravenloft was created by Laura and me long before we began working for TSR, Inc. We ran this game every Halloween for our friends for several years before it was published.

The tragic story of the vampire in this setting was not only a unique aspect itself but we added a multi-path narrative structure within the game itself. Utilizing the device of a gypsy fortune teller who read cards to foretell the future — we made her fortunes come true by using the device to set certain plot points in the game itself. These ‘self-fulfilling prophesies’ created a game environment which was dynamic — and the means of allowing playing the game multiple times with ever-changing effects.