Writing for Games: Theory and Practice

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توضیحاتی در مورد کتاب Writing for Games: Theory and Practice

نام کتاب : Writing for Games: Theory and Practice
عنوان ترجمه شده به فارسی : نوشتن برای بازی ها: تئوری و عمل
سری :
نویسندگان :
ناشر :
سال نشر : 2022
تعداد صفحات : 301
ISBN (شابک) : 2021055527 , 9781003182832
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 2 مگابایت



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فهرست مطالب :


Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
Introduction
Who Am I, Anyway?
Who Is This Book Aimed At?
Theory, Practice, and Implementation
Focusing on Indie Productions
How Is the Videogames Industry Structured?
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 I Theory
Chapter 1 Craft
What Do You Mean, ‘Storytelling Is a Craft’?
Educated Fan, Amateur, or Professional
The Material Context of Games
Narrative Design Is Not Writing and Vice Versa
The Different Layers of Writing in a Game
Why Is Vocabulary Important?
Chapter 2 Vocabulary: Games
A Beginner Vocabulary for Game Development
Creative Director
Tech Lead
Art Roles
Narrative Lead
Programming Roles
Design Roles
Audio Programmer, SFX Artist, Composer
Producer, Project Manager
QA, Localisation, Community Manager, PR, Etc.
Process Vocabulary
Funding and Milestones
Vertical Slice, Horizontal Slice, Demo, Playable Prototype, Early Access
NDAs, Rights Assignment, and Revenue Shares
Design Processes
Story Tools
Project Management and Collaboration
Defining Your Process
Chapter 3 Vocabulary: Story Structure
The Tyranny of Film
Structure
Acts
Aristotle and Horace
Freytag’s Pyramid
The Monomyth and the Hero’s Journey
Christopher Booker’s Seven Basic Plots
The Problem with All of This
Where Else Might We Turn?
Promenade, Panorama, Pass It On
Ibsen Crumbles the Walls of A Doll’s House
Dada and Meaning-Making in a World of Meaningless Horror
Brecht
Boal
Television
So … I Have to Do a PhD in Literary Theory throughout History?
Chapter 4 Vocabulary: Story Components
Story
Story-World
Plot
Subplots
Narrative
Writing
Genre
Form
Setting
Literary Devices
Deus ex Machina
Red Herrings
Dramatic Irony
MacGuffins
Cliffhangers
Foreshadowing
Set-Ups and Pay-Offs
Reversals
Allegory
Imagery, Motifs, Symbolism
Narrator(s)
Format
Enough Vocabulary
Chapter 5 Games Writing As a Discipline
Writing for Games
Writing for Speaking vs. Writing for Reading: Examples
Some Affordances of Writing for Games
What Is the Writing in the Game Supposed to Do? What Is Its Verb?
Writing for a Player Character
Choice Voice, Type, and Modality
When Is Writing Not It?
Building a Palette for Showing Not Telling
Game-Specific Formats of Writing
Barks
Found Objects
Item Descriptions
Lore
Tutorial Text, Clues, Hints, To-Do Lists
Menu and UI Text
Loc, VO, Accessibility, Style Guides, Proofreading
Documentation, Proposals, and Design Meetings
Scope
Project-Specific Vocabulary
What If the Writing Can’t Solve the Problem?
Chapter 6 Form-Led Design
What Is Form-Led Design?
Form-Led Thinking in Games
Form and Craft: What Game Stories Can Learn from Other Storytelling Disciplines
Dance
Poetry
Ceramics
Live Art
Radio Drama
Other Forms
Conclusions
Chapter 7 A Note on Writing Comedy
Chapter 8 Further Reading
Straight-Up Technique
Workbooks
Understanding Format
Journeys in Writing Practices
Chapter 9 A Note on Ethics
Part II Case Studies
Chapter 10 Introduction to the Case Studies
Chapter 11 Character and Dialogue in Life is Strange 2
Key Takeaways
Further Reading
Chapter 12 Ethics and Adaptation in 80 Days
Key Takeaways
Further Reading
Chapter 13 Format and the Heist in Last Stop
A General Note on Format in Last Stop
The Heist
Key Takeaways
Further Reading
Part III A Practical Workbook
Chapter 14 Introduction to the Workbook
Know Thyself
How Do You Learn?
How Do You Work?
How Do You Reflect?
Pathfinding
Practice Is Not Career
Tools
Chapter 15 Tools for Starting
Seeds
Form-Driven Design
Form-Driven Design Sheet
Character Sheets
Character Design Sheet
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
Roles
The Artist
The Responder(s)
The Facilitator
The Four Stages of Feedback
A Note on Playtesting
Prototyping
Developing Character: Dialogue
Writing Begins with Listening
Developing Story: Structure
Learning to Edit
Diagnosing What’s Wrong
Advocacy, Diversity, and Representation
Tools for Collaboration: Design Documentation
Case Study: Gardens or Story?
Location_Name
What Happens When You Don’t Get What You Need?
Writing Is Cheap
Developing Your Practice
Chapter 17 Tools for Finishing
After Content Lock
Quality Assurance
Loc and VO
Certification, Marketing, and PR
Reviews
Reflecting
Portfolio
Practice
Conclusion
Select Glossary of Games Industry Terms
Bibliography
Index




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