Wendy Despain
Professional Techniques for Video Game Writing
Wendy Despain
Professional Techniques for Video Game Writing
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A book by game writers, for game writers. Insightful discussion of game writing issues matched with many excellent examples and helpful exercises. Serve as an excellent addition to the library of any game writer-current, or prospective.
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A book by game writers, for game writers. Insightful discussion of game writing issues matched with many excellent examples and helpful exercises. Serve as an excellent addition to the library of any game writer-current, or prospective.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- 2 ed
- Seitenzahl: 318
- Erscheinungstermin: 27. April 2020
- Englisch
- Abmessung: 233mm x 155mm x 20mm
- Gewicht: 512g
- ISBN-13: 9780367184773
- ISBN-10: 036718477X
- Artikelnr.: 59493478
- Verlag: Taylor & Francis Ltd
- 2 ed
- Seitenzahl: 318
- Erscheinungstermin: 27. April 2020
- Englisch
- Abmessung: 233mm x 155mm x 20mm
- Gewicht: 512g
- ISBN-13: 9780367184773
- ISBN-10: 036718477X
- Artikelnr.: 59493478
Wendy Despain has two previous books in game design with CRC Press (and one with New Riders), teaches game design at Full sail Unversity and is a sought after contract game designer. Her also writes for Gamasutra and is formewewer Chair of the IGDA's Game Writign SIG.
Chapter 1
Getting Writing Jobs in Video Games 1 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 2
Game Script Formatting 11 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 3
Documentation for Writers 21 John Feil, Paizo Chapter 4
Writing Instructions, Helptext, Walkthroughs, and Manuals: Text to Train the Player 37 John Feil, Paizo Chapter 5
Writing Tutorials: Write "Start" to Start 53 Andrew S. Walsh, Guerrilla Games, Sony Chapter 6
Practical Techniques for Productivity: Getting the Work Done 89 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 7
Collaborating with Art, Design, and Engineering 99 Anthony Burch, Santa Monica Studio Chapter 8
Writing for AAA Games: Playing in the Big Leagues 105 Marek Walton, Crystal Dynamics Chapter 9
Writing for Indie Games 121 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 10
Game Writing Remotely: How to Pay the Rent Working from Home 127 Tracy A. Seamster, Independent Contractor Chapter 11
Game Writing On Staff 139 Samantha Wallschlaeger, Monolith Productions Chapter 12
Keeping Localization in Mind: When Game Narrative Travels Abroad 153 Ross Berger, Electronic Arts, Amazon Chapter 13
Writers in the Recording Studio 165 Haris Orkin, Independent Contractor Chapter 14
Writing for Existing Licenses 185 Heidi McDonald, Independent Contractor Chapter 15
Writing for New IP 197 Rhianna Pratchett, Independent Contractor Chapter 16
Script Doctoring 219 Richard Dansky, Central Clancy Writer, Ubisoft Chapter 17
Writing Compelling Game Characters 235 William Harms, Narrative Director, Hangar 13 Chapter 18
Hiring Philosophies: We Can Do Better 243 Tom Abernathy, Studio Narrative Director, ArenaNet Chapter 19
If It Works, Break It: Game Narrative Tropes and Innovation 257 Maurice Suckling, Independent Contractor, Professor of Practice, Rensselaer Polytechnic Institute APPENDIX A
CALL OF JUAREZ: GUNSLINGER SCRIPT SAMPLE-SCREENPLAY FORMAT, 271 APPENDIX B
BRATZ: FOREVER DIAMONDZ SCRIPT SAMPLE-MODIFIED SCREENPLAY FORMAT, 289 APPENDIX C
BARKS AND TASK SPREADSHEET, 291 APPENDIX D
CASTING SIDES FOR CALL OF JUAREZ, 301
Getting Writing Jobs in Video Games 1 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 2
Game Script Formatting 11 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 3
Documentation for Writers 21 John Feil, Paizo Chapter 4
Writing Instructions, Helptext, Walkthroughs, and Manuals: Text to Train the Player 37 John Feil, Paizo Chapter 5
Writing Tutorials: Write "Start" to Start 53 Andrew S. Walsh, Guerrilla Games, Sony Chapter 6
Practical Techniques for Productivity: Getting the Work Done 89 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 7
Collaborating with Art, Design, and Engineering 99 Anthony Burch, Santa Monica Studio Chapter 8
Writing for AAA Games: Playing in the Big Leagues 105 Marek Walton, Crystal Dynamics Chapter 9
Writing for Indie Games 121 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 10
Game Writing Remotely: How to Pay the Rent Working from Home 127 Tracy A. Seamster, Independent Contractor Chapter 11
Game Writing On Staff 139 Samantha Wallschlaeger, Monolith Productions Chapter 12
Keeping Localization in Mind: When Game Narrative Travels Abroad 153 Ross Berger, Electronic Arts, Amazon Chapter 13
Writers in the Recording Studio 165 Haris Orkin, Independent Contractor Chapter 14
Writing for Existing Licenses 185 Heidi McDonald, Independent Contractor Chapter 15
Writing for New IP 197 Rhianna Pratchett, Independent Contractor Chapter 16
Script Doctoring 219 Richard Dansky, Central Clancy Writer, Ubisoft Chapter 17
Writing Compelling Game Characters 235 William Harms, Narrative Director, Hangar 13 Chapter 18
Hiring Philosophies: We Can Do Better 243 Tom Abernathy, Studio Narrative Director, ArenaNet Chapter 19
If It Works, Break It: Game Narrative Tropes and Innovation 257 Maurice Suckling, Independent Contractor, Professor of Practice, Rensselaer Polytechnic Institute APPENDIX A
CALL OF JUAREZ: GUNSLINGER SCRIPT SAMPLE-SCREENPLAY FORMAT, 271 APPENDIX B
BRATZ: FOREVER DIAMONDZ SCRIPT SAMPLE-MODIFIED SCREENPLAY FORMAT, 289 APPENDIX C
BARKS AND TASK SPREADSHEET, 291 APPENDIX D
CASTING SIDES FOR CALL OF JUAREZ, 301
Chapter 1
Getting Writing Jobs in Video Games 1 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 2
Game Script Formatting 11 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 3
Documentation for Writers 21 John Feil, Paizo Chapter 4
Writing Instructions, Helptext, Walkthroughs, and Manuals: Text to Train the Player 37 John Feil, Paizo Chapter 5
Writing Tutorials: Write "Start" to Start 53 Andrew S. Walsh, Guerrilla Games, Sony Chapter 6
Practical Techniques for Productivity: Getting the Work Done 89 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 7
Collaborating with Art, Design, and Engineering 99 Anthony Burch, Santa Monica Studio Chapter 8
Writing for AAA Games: Playing in the Big Leagues 105 Marek Walton, Crystal Dynamics Chapter 9
Writing for Indie Games 121 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 10
Game Writing Remotely: How to Pay the Rent Working from Home 127 Tracy A. Seamster, Independent Contractor Chapter 11
Game Writing On Staff 139 Samantha Wallschlaeger, Monolith Productions Chapter 12
Keeping Localization in Mind: When Game Narrative Travels Abroad 153 Ross Berger, Electronic Arts, Amazon Chapter 13
Writers in the Recording Studio 165 Haris Orkin, Independent Contractor Chapter 14
Writing for Existing Licenses 185 Heidi McDonald, Independent Contractor Chapter 15
Writing for New IP 197 Rhianna Pratchett, Independent Contractor Chapter 16
Script Doctoring 219 Richard Dansky, Central Clancy Writer, Ubisoft Chapter 17
Writing Compelling Game Characters 235 William Harms, Narrative Director, Hangar 13 Chapter 18
Hiring Philosophies: We Can Do Better 243 Tom Abernathy, Studio Narrative Director, ArenaNet Chapter 19
If It Works, Break It: Game Narrative Tropes and Innovation 257 Maurice Suckling, Independent Contractor, Professor of Practice, Rensselaer Polytechnic Institute APPENDIX A
CALL OF JUAREZ: GUNSLINGER SCRIPT SAMPLE-SCREENPLAY FORMAT, 271 APPENDIX B
BRATZ: FOREVER DIAMONDZ SCRIPT SAMPLE-MODIFIED SCREENPLAY FORMAT, 289 APPENDIX C
BARKS AND TASK SPREADSHEET, 291 APPENDIX D
CASTING SIDES FOR CALL OF JUAREZ, 301
Getting Writing Jobs in Video Games 1 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 2
Game Script Formatting 11 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 3
Documentation for Writers 21 John Feil, Paizo Chapter 4
Writing Instructions, Helptext, Walkthroughs, and Manuals: Text to Train the Player 37 John Feil, Paizo Chapter 5
Writing Tutorials: Write "Start" to Start 53 Andrew S. Walsh, Guerrilla Games, Sony Chapter 6
Practical Techniques for Productivity: Getting the Work Done 89 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 7
Collaborating with Art, Design, and Engineering 99 Anthony Burch, Santa Monica Studio Chapter 8
Writing for AAA Games: Playing in the Big Leagues 105 Marek Walton, Crystal Dynamics Chapter 9
Writing for Indie Games 121 Wendy Despain, NCSoft, Quantum Content, International Hobo Chapter 10
Game Writing Remotely: How to Pay the Rent Working from Home 127 Tracy A. Seamster, Independent Contractor Chapter 11
Game Writing On Staff 139 Samantha Wallschlaeger, Monolith Productions Chapter 12
Keeping Localization in Mind: When Game Narrative Travels Abroad 153 Ross Berger, Electronic Arts, Amazon Chapter 13
Writers in the Recording Studio 165 Haris Orkin, Independent Contractor Chapter 14
Writing for Existing Licenses 185 Heidi McDonald, Independent Contractor Chapter 15
Writing for New IP 197 Rhianna Pratchett, Independent Contractor Chapter 16
Script Doctoring 219 Richard Dansky, Central Clancy Writer, Ubisoft Chapter 17
Writing Compelling Game Characters 235 William Harms, Narrative Director, Hangar 13 Chapter 18
Hiring Philosophies: We Can Do Better 243 Tom Abernathy, Studio Narrative Director, ArenaNet Chapter 19
If It Works, Break It: Game Narrative Tropes and Innovation 257 Maurice Suckling, Independent Contractor, Professor of Practice, Rensselaer Polytechnic Institute APPENDIX A
CALL OF JUAREZ: GUNSLINGER SCRIPT SAMPLE-SCREENPLAY FORMAT, 271 APPENDIX B
BRATZ: FOREVER DIAMONDZ SCRIPT SAMPLE-MODIFIED SCREENPLAY FORMAT, 289 APPENDIX C
BARKS AND TASK SPREADSHEET, 291 APPENDIX D
CASTING SIDES FOR CALL OF JUAREZ, 301