The Ultimate Guide to Video Game Writing and Design

Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design. From the Trade Paperback edition.

Author: Flint Dille

Publisher: Lone Eagle

ISBN: 9780307774910

Category: Computers

Page: 272

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• Authors are top game designers • Aspiring game writers and designers must have this complete bible There are other books about creating video games out there. Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design. From the Trade Paperback edition.

Professional Techniques for Video Game Writing

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.

Author: Wendy Despain

Publisher: CRC Press

ISBN: 9780429591761

Category: Computers

Page: 318

View: 448

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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

Professional Techniques for Video Game Writing

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 ...

Author: Wendy Despain

Publisher: CRC Press

ISBN: 9781439875384

Category: Computers

Page: 250

View: 657

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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

Writing for Video Game Genres

This book, written and edited by members of the International Game Developers Association (IGDA) Game Writing Special Interest Group, follows the acclaimed Professional Techniques for Video Game Writing to deliver practical advice from ...

Author: Wendy Despain

Publisher:

ISBN: 1138427926

Category:

Page:

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Slay the Dragon

Aimed at traditional writers who want to learn interactive narrative as well as game creators who want to tell better, more emotionally involving stories, the book is written by two creative veterans of both Hollywood and "Nerdyhood.

Author: Robert Denton Bryant

Publisher:

ISBN: 1615932291

Category: Video games

Page: 225

View: 997

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Writing for the multibillion-dollar video-game industry is unlike writing for any other medium. Slay the Dragon will help you understand the challenges and offer creative solutions to writing for a medium where the audience not only demands a great story, but to be a driving force within it. Aimed at traditional writers who want to learn interactive narrative as well as game creators who want to tell better, more emotionally involving stories, the book is written by two creative veterans of both Hollywood and "Nerdyhood." Through lively discussions and self-paced-exercises, Bryant and Giglio step you such topics as: the "no-act" structure of video games; writing great game characters; making gameplay emotionally meaningful; and bringing your game world alive.

Writing Interactive Music for Video Games

“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 ...

Author: Michael Sweet

Publisher: Addison-Wesley Professional

ISBN: 9780133563511

Category: Computers

Page: 512

View: 932

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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.

Game Writing

The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling.

Author: Chris Bateman

Publisher: Bloomsbury Academic

ISBN: 1501348965

Category: Games & Activities

Page: 432

View: 652

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There's no better starting point than this volume for someone wishing to get into this exciting field, whether they are new game writers wanting to hone their skills, or film and T.V. scriptwriters who want to learn how to transfer their skills to the games industry. As the videogame industry has grown up, the need for better stories and characters has dramatically increased. Creating narrative – a traditionally static form – for games is a major challenge since games are at their heart dynamic, interactive systems that do not follow the guidelines and rules of film or T.V. writing. Game Writing: Narrative Skills for Videogames was the first book to address these issues and demystify this emerging field. Through the insights and experiences of professional game writers, the book captures a snapshot of the narrative skills employed in today's game industry. This unique collection of practical advice provides the foundations to the craft of game writing, detailing aspects of the process from the basics of narrative and nonlinear narrative to writing comedy for games and creating compelling characters. Throughout the chapters there is a strong emphasis on the skills developers and publishers will expect a game writer to have. This second edition adds four new chapters providing even wider coverage of the craft of game writing, including script formatting, video game micronarratives, and massively multiplayer online games. Professional game designers and writers, such as Rhianna Pratchett and Richard Dansky, give credence to the advice making the text suitable for both beginners and experienced writers, situating Game Writing as the essential guide to all the techniques of game writing.

Video Game Writing

This insightful, revised book explores the challenging and evolving world of the games writer.

Author: Maurice Suckling

Publisher: Stylus Publishing, LLC

ISBN: 9781683920304

Category: Computers

Page: 394

View: 706

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This insightful, revised book explores the challenging and evolving world of the games writer. Part I provides a fascinating overview of the history of games writing following its humble roots in the '60s to today’s triple-A titles; Part II asks and answers the key question: what does a games writer do and how do they do it? Especially useful reading for novice game writers, its chapters cover a broad range of topics including contracts, NDAs, creative collaboration, narrative design, editing, adaptations, and environmental storytelling. Part III, of particular value for more advanced students of writing, addresses deeper theoretical questions increasingly relevant in today’s games titles, including: "Why have story at all? What is plot and how does it work? How best can a writer use agency?" Finally, Part IV presents readers with hard-earned nuggets of wisdom from today’s game writers working in the US, Europe, and Japan. Packed with practical samples, case studies, and exercises, this book is essential reading for anyone interested in the world of games writing. Features: • Covers history of games writing, narrative design, storytelling, plot, contracts, and packed with practical samples, case studies, and exercises • Presents readers with opinions and suggestions from today’s game writers who are working in the US, Europe, and Japan • Includes a broad range of topics e.g., creative collaboration, editing, adaptations, and environmental storytelling • Mentions games such as Elder Scrolls V: Skyrim, Borderlands 2, The Walking Dead, L.A. Noire, Grand Theft Auto V, Mass Effect 3, The Stanley Parable, The Last of Us, Alien Isolation, The Witcher 3: Wild Hunt, Life is Strange, Until Dawn, Quantum Break, BioShock, World of Warcraft, and more.

Writing for Video Games

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.

Author: Steve Ince

Publisher: Bloomsbury Publishing

ISBN: 9781408103067

Category: Reference

Page: 192

View: 617

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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.

Dramatic Storytelling Narrative Design

"One of the best Storytelling books of all time" – BookAuthority This book provides an industry professional’s firsthand POV into narrative design’s practical usage, day-to-day roles and responsibilities, and keys to breaking in and ...

Author: Ross Berger

Publisher: CRC Press

ISBN: 9780429843723

Category: Computers

Page: 174

View: 389

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This book provides an industry professional’s firsthand POV into narrative design’s practical usage, day-to-day roles and responsibilities, and keys to breaking in and succeeding. The book will also delve into the foundations of compelling storytelling through structural analysis and character archetype breakdowns. The author widens the understanding of game narrative to include examples from other media. He will also break the structure down of two popular games and show how the structural elements are applied in practice. In addition to discussing industry trends (including Fortnite, Twitch, and Netflix’s interactive TV shows), the author illustrates how the leveraging of transmedia can make a video game franchise enduring over time. Because media appetites are radically changing, designing a story experience across various media outlets is not only preferable to meet the high demands of millennial and GenZ consumers; it’s necessary as well. Key Features: Practical how-to’s to meet the ever-increasing studio demands for a narrative designer Critical analysis of the narrative of two best-selling games Samples of a story structure diagram, character polling, transmedia release timeline, and a branching conversation tree Deep breakdowns and definitions of story beats and dramatic devices Pro-tips on better documentation and overall job preparedness

Video Game Storytelling

Provides aspiring and professional video game developers with a guide to basic storytelling principles to help them create and produce great games with fun, memorable narratives and includes information on how to share your vision with ...

Author: Evan Skolnick

Publisher: Watson-Guptill Publications

ISBN: 9780385345828

Category: Art

Page: 202

View: 712

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Provides aspiring and professional video game developers with a guide to basic storytelling principles to help them create and produce great games with fun, memorable narratives and includes information on how to share your vision with character designers, animators and audio engineers. Original. 10,000 first printing.

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.

Author: Mark J. P. Wolf

Publisher: ABC-CLIO

ISBN: 9781440870200

Category: Games & Activities

Page: 1288

View: 943

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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

Interactive Storytelling for Video Games

Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games.

Author: Josiah Lebowitz

Publisher: Taylor & Francis

ISBN: 9781136127335

Category: Art

Page: 336

View: 646

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What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:

Video Games

2. writing: Students can use an adventure game as the basis to write their own adventure story; they can write a review of a video game instruction book, ...

Author: Kevin Hile

Publisher: Greenhaven Publishing LLC

ISBN: 9781420503067

Category: Young Adult Nonfiction

Page: 104

View: 826

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The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.

Write Your Way Into Animation and Games

Learn from the cream of the crop who have shared their knowledge and experience in these key Focal Press guides:Digital Storytelling, Second Edition by Carolyn Handler MillerAnimation Writing and Development by Jean Ann WrightWriting for ...

Author: Christy Marx

Publisher: Focal Press

ISBN: 1138403164

Category:

Page:

View: 541

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Launch your career in writing for video games or animation with the best tips, tricks, and tutorials from the Focal press catalog--all at your fingertips. Let our award-winning writers and game developers show you how to generate ideas and create compelling storylines, concepts, and narratives for your next project. Write Your Way Into Animation and Games provides invaluable information on getting into the game and animation industries. You will benefit from decades of insider experience about the fields of animation and games, with an emphasis on what you really need to know to start working as a writer.Navigate the business aspects, gain unique skills, and develop the craft of writing specifically for aniamtion and games. Learn from the cream of the crop who have shared their knowledge and experience in these key Focal Press guides:Digital Storytelling, Second Edition by Carolyn Handler MillerAnimation Writing and Development by Jean Ann WrightWriting for Animation, Comics, and Games by Christy MarxStory and Simulations for Serious Games by Nick Iuppa and Terry BorstWriting for Multimedia and the Web, Third Edition by Timothy Garrand

The Rhetoric of Videogames as Embodied Practice

... I describe the ways in which “habit” functions as an important concept for understanding rhetoric and writing practices in contemporary videogames.

Author: Steve Holmes

Publisher: Routledge

ISBN: 9781351399470

Category: Language Arts & Disciplines

Page: 274

View: 216

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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.

Playback A Genealogy of 1980s British Videogames

Hirschfield, in a book teaching us how to master the videogames, ... would mix in their common game aim, is a theme shared by all writing of the golden age.

Author: Alex Wade

Publisher: Bloomsbury Publishing USA

ISBN: 9781628924862

Category: Games & Activities

Page: 192

View: 303

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Through interviews with developers, gamers, and journalists examining the phenomena of bedroom coding, arcade gaming, and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting, and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media, and games studies and will be of interest to employees of the videogames and media industries. Research into videogames have never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions. What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape? With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time.

Rhetoric Composition Play through Video Games

An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how ...

Author: R. Colby

Publisher: Springer

ISBN: 9781137307675

Category: Education

Page: 239

View: 334

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An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.

Video Games I ve Played

If you enjoy playing Video Games you'll love writing your comments about games in Video Games I've Played. This book includes a log to write in up to 100 games.

Author: Frances Robinson

Publisher: CreateSpace

ISBN: 1505430011

Category:

Page: 64

View: 887

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If you enjoy playing Video Games you'll love writing your comments about games in Video Games I've Played. This book includes a log to write in up to 100 games. Write your opinion about each game and info such as: -Date Game Received -How Received (Gift, Purchase with Buy Price, or in a Trade) -Write your opinion of what you LIKE about the game -Write your opinion of what you DON'T LIKE about the game -Do you own the game? Yes, No or Loaned to (Helps track who has your game) There's also a page to check what game systems you've played or own. Video Games I've Played is a fun book where you can track what video games you own (or played) and your opinion about it.

Game Writing Handbook

An illustrated manual for users who want to learn how to write scripts and stories for video games offers practical information on how to design storylines, create characters, write dialogue, organize data, format documents, and present ...

Author: Rafael Chandler

Publisher:

ISBN: 1584505036

Category: Games

Page: 295

View: 531

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An illustrated manual for users who want to learn how to write scripts and stories for video games offers practical information on how to design storylines, create characters, write dialogue, organize data, format documents, and present information, outlining a framework for guiding the creative process and including sample game scripts, tips on understanding technical parameters, and more. Original. (Beginner)