Video Game Writing Maurice Suckling

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Published: January 24th 2012

Kindle Edition

392 pages


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Video Game Writing  by  Maurice Suckling

Video Game Writing by Maurice Suckling
January 24th 2012 | Kindle Edition | PDF, EPUB, FB2, DjVu, audiobook, mp3, ZIP | 392 pages | ISBN: | 4.19 Mb

This insightful book explores the challenging and evolving world of thegames writer. Part I provides a fascinating overview of the history of gameswriting following its humble roots in the 60s to today’s triple-A titles- Part IIasks and answers theMoreThis insightful book explores the challenging and evolving world of thegames writer.

Part I provides a fascinating overview of the history of gameswriting following its humble roots in the 60s to today’s triple-A titles- Part IIasks and answers the key question: what does a games writer do and how dothey do it? Especially useful reading for novice game writers, its chapters covera 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 deepertheoretical 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 awriter use agency? Finally, Part IV presents readers with hard-earned nuggetsof 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.BRIEF TABLE OF CONTENTS.

Introduction. I: Chapter 1: A Brief History of Game Stories. II: 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. III. 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 orEnlightenment? 23: The Future of Games Writing. IV. 24: What’s it Like Being a Games Writer? Appendices.Features:• Covers history of games writing, narrative design, storytelling, plot, contracts, and packed with practicalsamples, case studies, and exercises• Instructors’ solutions to exercises / projectsAbout The Authors:Maurice Suckling and Marek Walton , have, 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, Driver: Parallel Lines, XCOM, Sonic & Sega All-Star Racing, Driver 76, Nintendo Presents: Crossword Collection, Planet 51, BattleForge, Let’s Make A Soccer Team, Don King Presents Prizefighter, Unsolved Crimes, Virtua Tennis 3, Virtua Tennis 4, James Noir’s Hollywood Crimes, and Virtua Tennis 3, Virtua Tennis 4, James Noir’s Hollywood Crimes, and We Dare.



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