Shop Talk: Deadly Deadlines of Doom (Moonlighting Part 2)

For new folks just tuning in, this is the second part of a longer advice piece on moonlighting as a freelance game journalist. You can scope out the first installment here.

When you’re working a full-time job and squeezing in freelance assignments on the side, deadlines can be a real bitch. They’re a necessary headache for any freelancer, since they help you stay on track and get things accomplished in a timely manner. But boy do we curse them to the four winds whenever they rear their ugly, plague-ridden heads. Moonlighters have it twice as rough when it comes to deadlines too. You can’t miss them, and it’s not always feasible to drop what you’re doing during the regular work day to wrap-up assignments – yet the editorial deities must be appeased.

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Shop Talk: Moonlighting (Part 1)

The unknown can be dangerous. Diving headfirst into a dark pit without knowing what’s sitting at the bottom of it is never a good idea. While there might be a bed of fluffy pillows and bon-bons waiting for you down there, you could instead wind up impaled on a bed of gnarly barbed spikes dripping with poisonous chupacabra nectar. That’s not fun. Freelancing is the same way. Impulsiveness doesn’t pay the bills. You can’t just quit your job, grab a stack of games, call yourself a game journalist, and expect work to come flowing in. You need to stick your toe in the water first, and moonlighting is the way to do that.

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