The Advanced Game Narrative Toolbox
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📒The Advanced Game Narrative Toolbox ✍ Tobias Heussner
✏The Advanced Game Narrative Toolbox Book Summary : The Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive IPs and how to construct transmedia worlds. Each chapter will be written by a professional with exceptional experience in the field of the chapter. Key Features Learn from industry experts how to tackle today’s challenges in storytelling for games. A learn by example and exercise approach, which was praised in the Game Narrative Toolbox. An in depth view on advanced storytelling techniques and topics as they are currently discussed and used in the gaming industry. Expand your knowledge in game writing as you learn and try yourself to design quests, write romances and build worlds as you would as a writer in a game studio. Improve your own stories by learning and trying the techniques used by the professionals of game writing.
📒The Game Narrative Toolbox ✍ Tobias Heussner
✏The Game Narrative Toolbox Book Summary : Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the videogame industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Finley, Ann Lemay, and Jennifer Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees in order to help readers make the switch from prose- or screen- writing to interactive. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects. This first installment of Focal Press's Game Design Workshops series is a must-have for individuals looking to create captivating storylines for games.
📒Digital Storytelling 4e ✍ Carolyn Handler Miller
✏Digital Storytelling 4e Book Summary : This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics – character development, structure and the use of interactivity – and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media, with chapters on the exciting new world of the world of XR (AR, VR, and mixed reality), plus immersion via large screens, escape rooms and new kinds of theme park experiences. This edition covers all viable forms of New Media, from video games to interactive documentaries. With numerous case studies that delve into the processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital storytelling. The book goes beyond using digital media for entertainment and covers its employment for education, training, information and promotion, featuring interviews with some of the industry’s biggest names. Key Features: A large new section covering various forms of immersive media, including VR, AR and Mixed Reality Breakthroughs in interactive TV and Cinema The use of VR, AR and mixed reality in gaming New forms of voice-enabled storytelling and gaming Stories told via mobile apps and social media Developing Digital Storytelling for different types of audiences
📒Once Upon A Pixel ✍ Eddie Paterson
✏Once Upon a Pixel Book Summary : Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming’s most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.
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📒War Gothic In Literature And Culture ✍ Steffen Hantke
✏War Gothic in Literature and Culture Book Summary : In the context of the current explosion of interest in Gothic literature and popular culture, this interdisciplinary collection of essays explores for the first time the rich and long-standing relationship between war and the Gothic. Critics have described the global Seven Year’s War as the "crucible" from which the Gothic genre emerged in the eighteenth century. Since then, the Gothic has been a privileged mode for representing violence and extreme emotions and situations. Covering the period from the American Civil War to the War on Terror, this collection examines how the Gothic has provided writers an indispensable toolbox for narrating, critiquing, and representing real and fictional wars. The book also sheds light on the overlap and complicity between Gothic aesthetics and certain aspects of military experience, including the bodily violation and mental dissolution of combat, the dehumanization of "others," psychic numbing, masculinity in crisis, and the subjective experience of trauma and memory. Engaging with popular forms such as young adult literature, gaming, and comic books, as well as literature, film, and visual art, War Gothic provides an important and timely overview of war-themed Gothic art and narrative by respected experts in the field of Gothic Studies. This book makes important contributions to the fields of Gothic Literature, War Literature, Popular Culture, American Studies, and Film, Television & Media.
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📒Television ✍ Jeremy G. Butler
✏Television Book Summary : For nearly two decades, Television: Critical Methods and Applications has served as the foremost guide to television studies. Designed for the television studies course in communication and media studies curricula, Television explains in depth how television programs and commercials are made and how they function as producers of meaning. Author Jeremy G. Butler shows the ways in which camera style, lighting, set design, editing, and sound combine to produce meanings that viewers take away from their television experience. He supplies students with a whole toolbox of implements to disassemble television and read between the lines, teaching them to incorporate critical thinking into their own television viewing. The fourth edition builds upon the pedagogy of previous editions to best accommodate current modes of understanding and teaching television. Highlights of the fourth edition include: New chapter and part organization to reflect the current approach to teaching television—with greatly expanded methods and theories chapters. An entirely new chapter on modes of production and their impact on what you see on the screen. Discussions integrated throughout on the latest developments in television’s on-going convergence with other media, such as material on transmedia storytelling and YouTube’s impact on video distribution. Over three hundred printed illustrations, including new and better quality frame grabs of recent television shows and commercials. A companion website featuring color frame grabs, a glossary, flash cards, and editing and sound exercises for students, as well as PowerPoint presentations, sample syllabi and other materials for instructors. Links to online videos that support examples in the text are also provided. With its distinctive approach to examining television, Television is appropriate for courses in television studies, media criticism, and general critical studies.