• Genere: Libro
  • Lingua: Inglese
  • Editore: CRC Press
  • Pubblicazione: 05/2022
  • Edizione: 1° edizione

Writing for Games

58,98 €
56,03 €
AGGIUNGI AL CARRELLO
NOTE EDITORE
Focussing on the independent videogames sector, this book provides readers with a vocabulary to articulate and build their games writing practice; whether studying games or coming to games from another storytelling discipline. Writing for Games offers resources for communication, collaboration, reflection, and advocacy, inviting the reader to situate their practice in a centuries-long heritage of storytelling, as well as considering the material affordances of videogames, and the practical realities of working in game development processes. Structured into three parts, Theory considers the craft of both games and writing from a theoretical perspective, covering vocabulary for both game and story practices. Case Studies uses three case studies to explore the theory explored in Part 1. The Practical Workbook offers a series of provocations, tools and exercises that give the reader the means to refine and develop their writing, not just for now, but as a part of a life-long practice. Writing for Games: Theoryand Practice is an approachable and entry-level text for anyone interested in the craft of writing for videogames. Hannah Nicklin is an award-winning narrative and game designer, writer, and academic who has been practising for nearly 15 years. She works hard to create playful experiences that see people and make people feel seen, and also argues for making games a more radical space through mentoring, advocacy, and redefining process. Trained as a playwright, Nicklin moved into interactive practices early on in her career and is now the CEO and studio lead at Danish indie studio Die Gute Fabrik, which most recently launched Mutazione in 2019.

SOMMARIO
Introduction Who Am I, Anyway? Who is This Book Aimed At? Theory, Practice, and Implementation Focusing on Indie Productions Why Not Write About Writing for AAA? Focusing on Writing Games Are Not Special Therefore, the Intention of the Book How to Read My Perspective PART 1: Theory Chapter 1: Craft Chapter 2: Vocabulary – Games Chapter 3: Vocabulary – Story Structure Chapter 4: Vocabulary – Story Components Chapter 5: Games Writing as a Discipline Chapter 6: Form-led Design Chapter 7: A Note on Writing Comedy Chapter 8: Further Reading Chapter 9: A Note on Ethics PART 2: Case Studies Chapter 10: Introduction to the Case Studies Chapter 11: Character and Dialogue in Life is Strange 2 Chapter 12: Ethics and Adaptation in 80 Days Chapter 13: Format and the Heist in Last Stop PART 3: A Practical Workbook Chapter 14: Introduction to the Workbook Chapter 15: Tools for Starting Seeds Form-Driven Design Character Sheets Other Character-Creation Techniques World Sheets Place Design Sheets Applied Use of Sheets – Story-Driven Puzzle Design Puzzle Design Form Brief-Setting Chapter 16: Tools for Developing Critical Response Theory A Note on Playtesting Prototyping Developing Character – Dialogue A Two-Day Dialogue Workshop Developing Story – Structure Learning to Edit Diagnosing What’s Wrong Advocacy, Diversity and Representation Chapter 17: Tools for Collaboration: Design Documentation What Happens When You Don’t Get What You Need? Writing is Cheap Developing Your Practice Tools for Finishing After Content Lock Quality Assurance Loc and VO Cert, Marketing and PR Reviews Reflecting Portfolio Practice ConclusionSelect Glossary of Game Terms

AUTORE
Hannah Nicklin is an award-winning narrative and game designer, writer, and academic who has been practicing for nearly 15 years. She works hard to create playful experiences that see people, and make people feel seen, and also argues for making games a more radical space through mentoring, advocacy, and redefining process. Trained as a playwright, Hannah moved into interactive practices early on in her career and is now the CEO and Studio Lead at Danish indie studio Die Gute Fabrik, who most recently launched Mutazione in 2019. She has a PhD in games-influenced theatre and theatre-influenced games as anti-capitalist practice and spends her spare time racing bikes (the pedal kind). @hannahnicklin gutefabrik.com

ALTRE INFORMAZIONI
  • Condizione: Nuovo
  • ISBN: 9781032023052
  • Dimensioni: 9.25 x 6.25 in Ø 1.01 lb
  • Formato: Brossura
  • Illustration Notes: 3 b/w images and 3 line drawings
  • Pagine Arabe: 288
  • Pagine Romane: xii