Video Game Writing: From Macro to Micro
Autor Maurice Suckling, Marek Waltonen Limba Engleză Paperback – 31 dec 2011
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Specificații
ISBN-13: 9781936420155
ISBN-10: 1936420155
Pagini: 388
Dimensiuni: 178 x 226 x 28 mm
Greutate: 0.73 kg
Editura: Mercury Learning & Information
ISBN-10: 1936420155
Pagini: 388
Dimensiuni: 178 x 226 x 28 mm
Greutate: 0.73 kg
Editura: Mercury Learning & Information
Recenzii
Video Game Writing from Macro to Micro by Maurice Suckling and Marek Walton is the everything-you-need-to-know and how-to book for anyone interested in writing video games. This is a hugely popular and successful genre for today's kids and adults of all ages and many jobs are available for creatives. This books tells what those job fields are. If you are a beginner and just interested in getting started to test the waters, this book tells exactly step by step how to create an actual video game and how to perfect it. If you have a techy interest, this may be the book for you to play around with, and who knows, you may be rich and famous someday!
Notă biografică
Suckling Maurice :
Maurice Suckling and his co-author, between them, worked on over 40 games, for almost every major Western publisher. The last 14 years has seen one or both of them work as writers on titles such as Driver, Stuntman, Red Orchestra 2: Heroes of Stalingrad, XCOM, Sonic & Sega All-Star Racing, and more.Walton Marek :
Marek Walton and his co-author, between them, worked on over 40 games, for almost every major Western publisher. The last 14 years has seen one or both of them work as writers on titles such as Driver, Stuntman, Red Orchestra 2: Heroes of Stalingrad, XCOM, Sonic & Sega All-Star Racing, and more.
Cuprins
1: A Brief History of Game Stories.
2: Decoding and Devising the Brief.
3: NDAs and Contracts.
4: Collaboration: Team Us.
5: Narrative Design.
6: Outlines and Treatments.
7: Character Documents.
8: Environmental Storytelling.
9: Writing Scripts.
10: Editing.
11: Consultancy.
12: Adaptations.
13: Other Roles of the Games Writer.
14: Why Have Stories At All?
15: What Is Plot and How Does It Work?
16: Other Resources for Writers.
17: Marrying Design and Story: Driver 76 Case Study.
18: Storyloading.
19: Shifting Agency.
20: Time Gates and Act Stimulants.
21: Aristotle, Games Writing, and Games.
22: Choice or Enlightenment?
23: The Future of Games Writing.
24: What's It Like Being a Games Writer?
Appendices.
2: Decoding and Devising the Brief.
3: NDAs and Contracts.
4: Collaboration: Team Us.
5: Narrative Design.
6: Outlines and Treatments.
7: Character Documents.
8: Environmental Storytelling.
9: Writing Scripts.
10: Editing.
11: Consultancy.
12: Adaptations.
13: Other Roles of the Games Writer.
14: Why Have Stories At All?
15: What Is Plot and How Does It Work?
16: Other Resources for Writers.
17: Marrying Design and Story: Driver 76 Case Study.
18: Storyloading.
19: Shifting Agency.
20: Time Gates and Act Stimulants.
21: Aristotle, Games Writing, and Games.
22: Choice or Enlightenment?
23: The Future of Games Writing.
24: What's It Like Being a Games Writer?
Appendices.