Writing for Video Games

Unlike the wealth of screenwriting books that are available, there is a shortage of books that deal with the subject of writing for video games.This book will address that shortage, not only by looking at what makes the subject unique ...

Author: Steve Ince

Publisher: Bloomsbury Publishing

ISBN: 9781408103067

Category: Reference

Page: 192

View: 547

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Video games is a lucrative new market for scriptwriters but writing for video games is complex and very different to traditional media (tv or film). This practical guide shows how you can adapt your writing skills to this exciting medium. Written by an award-winning games writer, the book gives you a realistic picture of how games companies work, how the writer fits into the development process, and the skills required: from storytelling, to developing interactive narrative, characters and viewpoints, dialogue comedy and professional practice. Illustrated with examples from games and quotes from developers, writers and agents, this is a cutting edge professional writing guide at a very accessible price.

Professional Techniques for Video Game Writing

fiction writing happen at the story outline stage, and these “baked in” errors can be the hardest to address later on. Dipping their toes into the shallower end of the game narrative pool are the majority of developers, ...

Author: Wendy Despain

Publisher: CRC Press

ISBN: 9781439875384

Category: Computers

Page: 250

View: 602

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This book by the International Game Developers Association (IGDA) Game Writing Special Interest Group focuses on various aspects of working as a professional game writer, including how to break in to game writing, writing manuals, narrative design, writing in a team, working as a freelancer, working with new intellectual property, and more. It incl

Professional Techniques for Video Game Writing

A book by game writers, for game writers. Insightful discussion of game writing issues matched with many excellent examples and helpful exercises. Serve as an excellent addition to the library of any game writer-current, or prospective.

Author: Wendy Despain

Publisher: CRC Press

ISBN: 036718477X

Category: Video games

Page: 318

View: 346

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This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in the games industry Full of practical advice from industry pros on how to get a job, and then how to get the job done Author Bio Wendy Despain has more than two decades of experience spearheading digital media projects. She has worked with teams around the world as a writer, narrative designer, producer, and consultant on interactive experiences ranging from video games to augmented reality. She's worked with EA, Disney, Ubisoft, Cartoon Network, PBS, Marvel, and Wargaming. Currently, she's a Production Director at ArenaNet, makers of the Guild Wars franchise. Her books include: Writing For Videogame Genres: From FPS to RPG Talking to Artists/Talking to Programmers 100 Principles of Game Design

Writing Interactive Music for Video Games

First, being objective about your own writing is the most difficult skill to master as a composer. ... Another key to success for many composers in video games is the ability to learn new technology and software quickly.

Author: Michael Sweet

Publisher: Addison-Wesley Professional

ISBN: 9780133563511

Category: Computers

Page: 512

View: 697

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“This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition.” —Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Music Written by the developer of Berklee School of Music’s pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.

Freelance Video Game Writing

By far, comics have been especially transferable to games, both in terms of communicating with teams and deliverables. By having some experience with ... How can writers use their experience in other media to get video game work?

Author: Toiya Kristen Finley

Publisher: CRC Press

ISBN: 9781000585858

Category: Games & Activities

Page: 264

View: 401

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In the competitive world of video game writing and narrative design, developers are losing permanent positions while freelancing careers are on the rise. Many developers don’t understand how to seize these freelancing opportunities, such as understanding the business of freelancing, how to go about finding work, how to establish strong relationships with clients, and how to sustain themselves as freelancers. Freelance Video Game Writing: The Life & Business of the Digital Mercenary for Hire offers developers guidance on achieving their freelancing goals as telecommuters. Dr. Toiya Kristen Finley presents practical insight into the profession and how to further enhance your freelancing business, whether you are a newcomer in the field or an experienced freelancer. Key Features: Two sections covering the life of the freelancer and the freelance business Fifteen interviews from narrative designers, game writers, and other developers on topics from maintaining a healthy work–life balance to figuring out your rates to working a full-time job and freelancing on the side A comprehensive list of definitions with which freelancers need to be familiar Exercises to help augment your understanding of freelancing and improve your business Biography Nashville native Toiya Kristen Finley, PhD, has been a freelance writer and editor her entire adult life. She earned a doctorate in literature and creative writing from Binghamton University. Over her career, she has published more than 80 works of fiction, nonfiction, comics/manga, and games, and has over 20 years of experience writing in a range of genres, tones, styles, and voices. She gained editorial experience interning at Henry Holt’s imprint, Owl Books. At Binghamton, she founded the literary journal Harpur Palate and served as its managing/fiction editor. In 2011, she cofounded the Game Writing Tutorial at GDC Online with Tobias Heussner and served as an instructor in 2011 and 2012. In videogames, she has worked as a game designer, narrative designer, game writer, editor, and diversity/narrative consultant (or some combination of the five) on everything from AAA titles to mobile games to games for children to small indie projects. Recent work includes writing the visual novel Siren Song (Stardust Works), copyediting for Destiny 2 (Bungie), and developmental editing on Insecure: The Come Up Game (Glow Up Games). A presenter at conferences throughout the year, she has lectured on freelancing and storytelling and led workshops on narrative design and game design. She is a member of the IGDA Game Writing Special Interest Group’s Executive Board. The Game Narrative Toolbox (CRC Press), a book on narrative design she coauthored with Jennifer Brandes Hepler, Ann Lemay, and Tobias Heussner, was published in 2015. Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling (CRC Press), which she edited and contributed to, was published in 2019. Of late, she has been working on her own visual novel series, beginning with Incarnō: Everything Is Written.

Encyclopedia of Video Games The Culture Technology and Art of Gaming 2nd Edition 3 volumes

The writing of video game narratives differs significantly from the writing of narratives in traditional media such as film or television. Whereas narrative practices are codified and consensually agreed upon in some artistic ...

Author: Mark J. P. Wolf

Publisher: ABC-CLIO

ISBN: 9781440870200

Category: Games & Activities

Page: 1288

View: 552

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games

Videogames and Education

Gary Gygax, “On the Influence of J.R.R.Tolkien on the D&D and AD&D Games,” The Dragon 95, March 1985, 12–13. 8. International Game Developers Association, Foundations of Interactive Storytelling, www.writing/InteractiveStorytelling.htm.

Author: Harry J. Brown

Publisher: Routledge

ISBN: 9781317452669

Category: Business & Economics

Page: 248

View: 599

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Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.

Writing for Visual Media

This would give rise to the booklet that is normally delivered with a game disk to prime the player how to start playing the game. This writing requires someone who understands video games and marketing. Some idea of writing for video ...

Author: Anthony Friedmann

Publisher: CRC Press

ISBN: 9781317964827

Category: Art

Page: 472

View: 596

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Writing for Visual Media focuses on the fundamental problems faced by writers beginning to create content for media that is to be seen rather than read. This book takes the student from basic concepts to a first level of practice through an explicit method that trains students to consistently identify a communications problem, think it through, and find a resolution before beginning to write. Through successive exercises, it helps them acquire the skill and confidence they need to write effective films, corporate and training videos, documentary, ads, PSAs, tv series and other types of visual narrative. Writing for Visual Media also has a chapter on writing for interactive media, including promotions, instructional programs, and games. The book makes the student aware of current electronic writing tools and scriptwriting software through a companion CD-ROM, which offers links to demos and enriches the content of the printed book with video, audio, and sample scripts.

The Rhetoric of Videogames as Embodied Practice

In Procedural Habits, I describe the ways in which “habit” functions as an important concept for understanding rhetoric and writing practices in contemporary videogames. My decision to focus on this particular term has to do with an ...

Author: Steve Holmes

Publisher: Routledge

ISBN: 9781351399470

Category: Language Arts & Disciplines

Page: 274

View: 891

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The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames. Holmes argues that rhetorical and philosophical conceptions of "habit" offer a critical resource for describing the interplay between thinking (writing and rhetoric) and embodiment. The book demonstrates how Aristotle's understanding of character (ethos), habit (hexis), and nature (phusis) can productively connect rhetoric to what Holmes calls "procedural habits": the ways in which rhetoric emerges from its interactions with the dynamic accumulation of conscious and nonconscious embodied experiences that consequently give rise to meaning, procedural subjectivity, control, and communicative agency both in digital game design discourse and the activity of play.

Computer Games and Technical Communication

Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT P, 2007. ... Connors, Robert J. “The Rise of Technical Writing Instruction in America.” Central Works in Technical ... “Professional Writing and Video Games.

Author: Jennifer deWinter

Publisher: Routledge

ISBN: 9781317162612

Category: Language Arts & Disciplines

Page: 334

View: 930

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Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.