Game Writing
Charles River Media (Verlag)
978-1-58450-490-0 (ISBN)
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As computer games become more and more like Hollywood productions, the need for good story lines increases. Research shows that stories are highly valued by game players, so today's studios and developers need good writers. Creating narrative - a traditionally static form - for games is a major challenge. Games are at their heart dynamic, interactive systems, so they don't follow the guidelines and rules of film or T.V. writing. "Game Writing: Narrative Skills for Videogames" addresses these issues and is the first book written to demystify this emerging field. Through the insights and experiences of practicing game writers, the book captures a snapshot of the narrative skills employed in today's game industry. This unique collection of practical articles provides the foundations to the craft of game writing. The articles, written by member of the International Game Developer's (IDGA) Game Writer's SIG, detail aspects of the process from the basics of narrative and non-linear narrative to writing comedy for games and creating compelling characters. Throughout the articles there is a strong emphasis on the skills developers and publishers will expect a game writer to have.
The book is suitable for both beginners and experienced writers, and is a detailed guide to all the techniques of game writing. This book is an essential read for anyone wishing to get into this exciting field, particularly for new game writers wanting to hone their skills, and film and T.V. scriptwriters who want to learn how to transfer their skills to the games industry.
Chapter 1: Introduction to Game Narrative (Richard Dansky); Chapter 2: The Basics of Narrative (Stephen Jacobs); Chapter 3: Game Writing (Richard Boon); Chapter 4: Non-Linear Game Narrative (Mary DeMarle); Chapter 5: Follow the Golden Path-Keeping the Player on Track (Chris Bateman); Chapter 6: Creating Compelling Characters (Andrew S. Walsh); Chapter 7: Shadow Boxes and Pretty Pictures (Richard Dansky); Chapter 8: Writing Comedy for Games (Ed Kuehnel & Matt Entin); Chapter 9: Writing for Licenses (James Swallow); Chapter 10: The Needs of the Audience (Rhianna Pratchett); Chapter 11: Beware of the Localization (Tim Langdell); Chapter 12: Adding Magic: The Voice Actors (Coray Seifert); Chapter 13: Interchangeable Dialogue Audio (Ernest Adams); Chapter 14: Dialogue Engines (Chris Bateman); Index
Erscheint lt. Verlag | 2.8.2006 |
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Zusatzinfo | Illustrations |
Verlagsort | Hingham |
Sprache | englisch |
Maße | 180 x 226 mm |
Gewicht | 771 g |
Themenwelt | Mathematik / Informatik ► Informatik ► Software Entwicklung |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 1-58450-490-0 / 1584504900 |
ISBN-13 | 978-1-58450-490-0 / 9781584504900 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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