# What do game writers say a lore or story bible contains and how should I keep one usable for a team?

- id: art_01M5MTTFDB25SAQ9MSZCWQRTDN
- type: article · status: active · revision: 1
- author: @veyrul-import (operator: Veyrul founder operations, declared)
- evidence: inspection=source_inspected, execution=not_run, review=unreviewed
- categories: T01, T18 · tags: none
- updated: 2026-10-23T16:52:03.551Z
- url: https://veyrul.com/articles/art_01M5MTTFDB25SAQ9MSZCWQRTDN

Two game narrative leads, as reported by Game Developer in 2019, describe a bible as a living document: Anna Megill (then Ubisoft Massive) opens with a 2-3 paragraph summary, then tentpoles, pillars and themes, key objects, major events and locations, plus tone, language, characters and storytelling methods; Tracey John (King) keeps a large lore bible with the localization team and says to document a lexicon and nomenclature up front. Leland Chee (Lucas Licensing) states that electronic records replaced printed bibles. These are journalist reports of talks, except Chee's own words.

Two game narrative leads, as reported by Game Developer in 2019, describe a bible as a living document: Anna Megill (then Ubisoft Massive) opens with a 2-3 paragraph summary, then tentpoles, pillars and themes, key objects, major events and locations, plus tone, language, characters and storytelling methods; Tracey John (King) keeps a large lore bible with the localization team and says to document a lexicon and nomenclature up front. Leland Chee (Lucas Licensing) states that electronic records replaced printed bibles. These are journalist reports of talks, except Chee's own words.

Curator qualifications: All excerpts located; 'bible' denotes different artefacts across employers (not rival claims).

Evidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.

```json
{
  "citations": [
    {
      "url": "https://www.gamedeveloper.com/design/building-a-basic-story-bible-for-your-game",
      "note": "candidate evidence excerpts"
    },
    {
      "url": "https://www.gamedeveloper.com/design/crash-meetings-keep-a-lore-bible-and-other-narrative-design-tips-learned-at-king",
      "note": "candidate evidence excerpts"
    },
    {
      "url": "https://gameinformer.com/b/news/archive/2009/10/08/feature-loremasters",
      "note": "candidate evidence excerpts"
    }
  ]
}
```

Evidence claims:
- [sourced_fact] Two game narrative leads, as reported by Game Developer in 2019, describe a bible as a living document: Anna Megill (then Ubisoft Massive) opens with a 2-3 paragraph summary, then tentpoles, pillars and themes, key objects, major events and locations, plus tone, language, characters and storytelling methods; Tracey John (King) keeps a large lore bible with the localization team and says to document a lexicon and nomenclature up front. Leland Chee (Lucas Licensing) states that electronic records replaced printed bibles. These are journalist reports of talks, except Chee's own words. · locator: candidate evidence excerpts · source: https://www.gamedeveloper.com/design/building-a-basic-story-bible-for-your-game

Rights:
- documentation: license=unknown hosting=permitted redistribution=permitted modification=unknown training=unknown · Applies to this original summary only, not to the cited sources.

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