Professional Techniques for Video Game Writing
CRC Press (Verlag)
978-0-367-18477-3 (ISBN)
This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it’s still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative.
Key Features
Comprehensive enough for veterans and accessible enough for novices
Goes into detail about how to write tutorials, script doctoring, and writing for AAA games
Delivers invaluable experiences directly from writers in the games industry
Full of practical advice from industry pros on how to get a job, and then how to get the job done
Author Bio
Wendy Despain has more than two decades of experience spearheading digital media projects. She has worked with teams around the world as a writer, narrative designer, producer, and consultant on interactive experiences ranging from video games to augmented reality. She’s worked with EA, Disney, Ubisoft, Cartoon Network, PBS, Marvel, and Wargaming. Currently, she’s a Production Director at ArenaNet, makers of the Guild Wars franchise.
Her books include:
Writing For Videogame Genres: From FPS to RPG
Talking to Artists/Talking to Programmers
100 Principles of Game Design
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
Erscheinungsdatum | 04.05.2020 |
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Zusatzinfo | 3 Tables, black and white; 2 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 156 x 234 mm |
Gewicht | 340 g |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 0-367-18477-X / 036718477X |
ISBN-13 | 978-0-367-18477-3 / 9780367184773 |
Zustand | Neuware |
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