Video Game Storytelling : What Every Developer Needs to Know about Narrative Techniques.
Publisher: : Potter/Ten Speed/Harmony/Rodale, 2014Copyright date: �2014Description: 1 online resource (218 pages)Content type: text Media type: computer Carrier type: online resource001: EBC6097785ISBN: 9780385345835Subject(s): Video games--Design | StorytellingGenre/Form: Electronic books.Additional physical formats: Print version:: Video Game StorytellingDDC classification: 794.8/1536 LOC classification: GV1469.3.S57 2014Online resources: Click to ViewItem type | Current library | Collection | Call number | Status | Date due | Barcode | |
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eBooks | MAIN LIBRARY Electronic Books | ONLINE | E-BOOK (Browse shelf(Opens below)) | Available |
Enhanced descriptions from Syndetics:
UNLOCK YOUR GAME'S NARRATIVE POTENTIAL!
With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling , game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process--by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team's shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today's savvy gamers back time and time again.
Intro -- Title Page -- Copyright -- Dedication -- Contents -- Introduction -- Part I: Basic Training -- 1: Conflict: The Fuel of Story -- 2: The Three-Act Structure -- 3: The Monomyth -- 4: Characters and Arcs -- 5: Exposition -- 6: Believability -- 7: Dialogue -- Part II: In the Trenches -- 8: Team Leadership -- 9: Overall Game Design -- 10: Game Character Development -- 11: Level and Mission Development -- 12: Environments -- 13: Engineering the Story -- 14: Audio -- 15: Quality Assurance (QA) -- Afterword: Return with the Elixir -- Appendix I: Sample Character Description Document -- Appendix II: Sample Environment Description Document -- Acknowledgements -- Index.
Description based on publisher supplied metadata and other sources.
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2022. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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