Want to learn how to write better documentation, and help us fix some issues with the O3DE website? We invite you to join the AWS O3DE documentation team for this workshop session, which will be a mix of an ongoing writer workshop and an environment where we can help you work on and submit documentation to O3DE.
This session is intended as a drop-in-drop-out experience, with dedicated short talks to help people improve specific technical writer skills. We’re intending to make this workshop mostly conversational and focused around small groups working together, and those of you who would like to just come speak with a docs expert about something. We’ll also be offering 5-10 minute lightning talks with dedicated time afterwards to work with the presenter:
- How to start writing and submit docs (3:40pm), Chanelle Mosquera. The workshop will open with a short presentation on “How to submit to docs.” This session covers the basics of our GitHub workflow and how to get content submitted and approved.
- Writing Good API Docs (4:00pm), Stephen Tramer. Writing good API documentation is a specialized skill, and for a complex, interoperable piece of software like O3DE, it’s an even more difficult task. In this short session you’ll learn some basics of the Doxygen documentation system, what information you need to let people know about on your API, what information you should tell them about, and what they don’t need. This session will be followed by dedicated time with the presenter to work on API documentation for O3DE.
- Tips for writing Tutorials (4:15pm), Mike Cronin. Game development can be very complicated, so providing clear tutorials that reinforce learning concepts is critical. In this discussion, we’ll be providing tips for writing great tutorials, take a quick look at the upcoming Interactive Tutorials Gem, and answer your questions about writing tutorials.
We welcome technical writers of all levels of experience (including none), especially engineers who are curious about writing their own documentation and technical writers interested in the unique challenges of documenting a game engine.