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This practical guide provides you with the foundational tools needed to write, design, and create healthy sexual content in video games in ways that are narratively compelling, varied, and hot! The book encourages designers to create meaningful, enjoyable sexual content for all audiences.
- Geräte: PC
- ohne Kopierschutz
- eBook Hilfe
- Größe: 70.54MB
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This practical guide provides you with the foundational tools needed to write, design, and create healthy sexual content in video games in ways that are narratively compelling, varied, and hot! The book encourages designers to create meaningful, enjoyable sexual content for all audiences.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis
- Seitenzahl: 416
- Erscheinungstermin: 19. April 2022
- Englisch
- ISBN-13: 9781000570526
- Artikelnr.: 63751174
- Verlag: Taylor & Francis
- Seitenzahl: 416
- Erscheinungstermin: 19. April 2022
- Englisch
- ISBN-13: 9781000570526
- Artikelnr.: 63751174
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
Michelle Clough is a freelance game writer, editor, and narrative designer, as well as partner in the game narrative co-op Talespinners. She is also co-founder of the IGDA Romance and Sexuality Special Interest Group and has been speaking at GDC since 2014 on topics related to sex, sex appeal, and sexuality in video games.
Acknowledgments. Author. INTRODUCTION. Part 1 Sex, Games, and Culture. Chapter 1
What This Book Is (And Isn't). Chapter 2
The Myths and "Myths" of Video Game Sex. Chapter 3
Challenges Part 1: Censorship and Storefronts. Chapter 4
Challenges Part 2: The Terrors of Tech. Part 2 Sex and Pre-Production. Chapter 5
The Narrative Functions of Sex Scenes (And Why/Why Not to Have Them). Chapter 6
Considering Your Thirsty Audience: Diverse Desires vs. Target Demographics. Chapter 7
The Trifecta of Sexual Approach and Aesthetic. Chapter 8
Teamwork Makes the Dream Work! Part 3 Sex in the Larger Game Structure. Chapter 9
Characters and Sex. Chapter 10
Sex and the Three-Act Structure (Part 1). Chapter 11
Kindness Coins and the Chemistry Casino. Chapter 12
Sex in Quest Design. Part 4 The Craft of Sex Scenes. Chapter 13
Queer Sex in Games. Chapter 14
Initiating Sex with Branching Choices. Chapter 15
Consent in Video Game Sex. Chapter 16
Building Anticipation!: Sex Scenes and the Four Types of Tension. Chapter 17
Bringing to a Climax: Sex and the Three-Act Structure (Part 2). Chapter 18
Sex Cutscene Direction and Design: An Interview with Ashley Ruhl. Chapter 19
Fade to Black vs. Showing the Sex. Chapter 20
Coming to Grips with Gaze in Sex Scenes. Chapter 21
Setting the Sex Scene!: Sex and Environment Design. Chapter 22
"Aural Sex" and Audio. Chapter 23
Tender Talk and Naughty Narration: Dialogue and Sex. Chapter 24
Sex and Game Design (Part 1): Branching Choices, Interactivity, and Agency. Chapter 25
Sex and Game Design (Part 2): Mechanics and Verbs. Chapter 26
The Aftermath of Sex Scenes. AFTERWORD. BIBLIOGRAPHY. INDEX.
What This Book Is (And Isn't). Chapter 2
The Myths and "Myths" of Video Game Sex. Chapter 3
Challenges Part 1: Censorship and Storefronts. Chapter 4
Challenges Part 2: The Terrors of Tech. Part 2 Sex and Pre-Production. Chapter 5
The Narrative Functions of Sex Scenes (And Why/Why Not to Have Them). Chapter 6
Considering Your Thirsty Audience: Diverse Desires vs. Target Demographics. Chapter 7
The Trifecta of Sexual Approach and Aesthetic. Chapter 8
Teamwork Makes the Dream Work! Part 3 Sex in the Larger Game Structure. Chapter 9
Characters and Sex. Chapter 10
Sex and the Three-Act Structure (Part 1). Chapter 11
Kindness Coins and the Chemistry Casino. Chapter 12
Sex in Quest Design. Part 4 The Craft of Sex Scenes. Chapter 13
Queer Sex in Games. Chapter 14
Initiating Sex with Branching Choices. Chapter 15
Consent in Video Game Sex. Chapter 16
Building Anticipation!: Sex Scenes and the Four Types of Tension. Chapter 17
Bringing to a Climax: Sex and the Three-Act Structure (Part 2). Chapter 18
Sex Cutscene Direction and Design: An Interview with Ashley Ruhl. Chapter 19
Fade to Black vs. Showing the Sex. Chapter 20
Coming to Grips with Gaze in Sex Scenes. Chapter 21
Setting the Sex Scene!: Sex and Environment Design. Chapter 22
"Aural Sex" and Audio. Chapter 23
Tender Talk and Naughty Narration: Dialogue and Sex. Chapter 24
Sex and Game Design (Part 1): Branching Choices, Interactivity, and Agency. Chapter 25
Sex and Game Design (Part 2): Mechanics and Verbs. Chapter 26
The Aftermath of Sex Scenes. AFTERWORD. BIBLIOGRAPHY. INDEX.
Acknowledgments. Author. INTRODUCTION. Part 1 Sex, Games, and Culture. Chapter 1
What This Book Is (And Isn't). Chapter 2
The Myths and "Myths" of Video Game Sex. Chapter 3
Challenges Part 1: Censorship and Storefronts. Chapter 4
Challenges Part 2: The Terrors of Tech. Part 2 Sex and Pre-Production. Chapter 5
The Narrative Functions of Sex Scenes (And Why/Why Not to Have Them). Chapter 6
Considering Your Thirsty Audience: Diverse Desires vs. Target Demographics. Chapter 7
The Trifecta of Sexual Approach and Aesthetic. Chapter 8
Teamwork Makes the Dream Work! Part 3 Sex in the Larger Game Structure. Chapter 9
Characters and Sex. Chapter 10
Sex and the Three-Act Structure (Part 1). Chapter 11
Kindness Coins and the Chemistry Casino. Chapter 12
Sex in Quest Design. Part 4 The Craft of Sex Scenes. Chapter 13
Queer Sex in Games. Chapter 14
Initiating Sex with Branching Choices. Chapter 15
Consent in Video Game Sex. Chapter 16
Building Anticipation!: Sex Scenes and the Four Types of Tension. Chapter 17
Bringing to a Climax: Sex and the Three-Act Structure (Part 2). Chapter 18
Sex Cutscene Direction and Design: An Interview with Ashley Ruhl. Chapter 19
Fade to Black vs. Showing the Sex. Chapter 20
Coming to Grips with Gaze in Sex Scenes. Chapter 21
Setting the Sex Scene!: Sex and Environment Design. Chapter 22
"Aural Sex" and Audio. Chapter 23
Tender Talk and Naughty Narration: Dialogue and Sex. Chapter 24
Sex and Game Design (Part 1): Branching Choices, Interactivity, and Agency. Chapter 25
Sex and Game Design (Part 2): Mechanics and Verbs. Chapter 26
The Aftermath of Sex Scenes. AFTERWORD. BIBLIOGRAPHY. INDEX.
What This Book Is (And Isn't). Chapter 2
The Myths and "Myths" of Video Game Sex. Chapter 3
Challenges Part 1: Censorship and Storefronts. Chapter 4
Challenges Part 2: The Terrors of Tech. Part 2 Sex and Pre-Production. Chapter 5
The Narrative Functions of Sex Scenes (And Why/Why Not to Have Them). Chapter 6
Considering Your Thirsty Audience: Diverse Desires vs. Target Demographics. Chapter 7
The Trifecta of Sexual Approach and Aesthetic. Chapter 8
Teamwork Makes the Dream Work! Part 3 Sex in the Larger Game Structure. Chapter 9
Characters and Sex. Chapter 10
Sex and the Three-Act Structure (Part 1). Chapter 11
Kindness Coins and the Chemistry Casino. Chapter 12
Sex in Quest Design. Part 4 The Craft of Sex Scenes. Chapter 13
Queer Sex in Games. Chapter 14
Initiating Sex with Branching Choices. Chapter 15
Consent in Video Game Sex. Chapter 16
Building Anticipation!: Sex Scenes and the Four Types of Tension. Chapter 17
Bringing to a Climax: Sex and the Three-Act Structure (Part 2). Chapter 18
Sex Cutscene Direction and Design: An Interview with Ashley Ruhl. Chapter 19
Fade to Black vs. Showing the Sex. Chapter 20
Coming to Grips with Gaze in Sex Scenes. Chapter 21
Setting the Sex Scene!: Sex and Environment Design. Chapter 22
"Aural Sex" and Audio. Chapter 23
Tender Talk and Naughty Narration: Dialogue and Sex. Chapter 24
Sex and Game Design (Part 1): Branching Choices, Interactivity, and Agency. Chapter 25
Sex and Game Design (Part 2): Mechanics and Verbs. Chapter 26
The Aftermath of Sex Scenes. AFTERWORD. BIBLIOGRAPHY. INDEX.