Interactive Storytelling for Video Games

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Interactive Storytelling for Video Games

Interactive Storytelling for Video Games

Proven Writing Techniques for Role Playing Games, Online Games, First Person Shooters, and more

  • Author: Josiah Lebowitz,Chris Klug
  • Publisher: Taylor & Francis
  • ISBN: 113612733X
  • Category: Art
  • Page: 336
  • View: 8947
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What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:

Interactive Stories and Video Game Art

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Interactive Stories and Video Game Art

Interactive Stories and Video Game Art

A Storytelling Framework for Game Design

  • Author: Chris Solarski
  • Publisher: CRC Press
  • ISBN: 1315401207
  • Category: Computers
  • Page: 220
  • View: 1430
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The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.

Storytelling for Interactive Digital Media and Video Games

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Storytelling for Interactive Digital Media and Video Games

Storytelling for Interactive Digital Media and Video Games

  • Author: Nicholas B. Zeman
  • Publisher: CRC Press
  • ISBN: 1315354470
  • Category: Computers
  • Page: 280
  • View: 4761
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The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories Key Features: Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story Discusses media and its role in storytelling, including images, art, sound, video, and animation Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games Shows the different types of story themes in gaming and how they are interwoven Describes how to make games engaging and rewarding intrinsically and extrinsically

Chris Crawford on Interactive Storytelling

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Chris Crawford on Interactive Storytelling

Chris Crawford on Interactive Storytelling

  • Author: Chris Crawford
  • Publisher: New Riders
  • ISBN: 0133119637
  • Category: Computers
  • Page: 408
  • View: 401
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As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.

Interactive Storytelling

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Interactive Storytelling

Interactive Storytelling

Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009, Guimarães, Portugal, December 9-11, 2009, Proceedings

  • Author: Ido A Iurgel,Nelson Zagalo,Paolo Petta
  • Publisher: Springer Science & Business Media
  • ISBN: 3642106420
  • Category: Computers
  • Page: 360
  • View: 6876
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The rich programme of ICIDS 2009, comprising invited talks, technical pres- tations and posters, demonstrations, and co-located post-conference workshops clearly underscores the event’s status as premier international meeting in the domain. It thereby con?rms the decision taken by the Constituting Committee of the conference series to take the step forward: out of the national cocoons of its precursors, ICVS and TIDSE, and towards an itinerant platform re?ecting its global constituency. This move re?ects the desire and the will to take on the challenge to stay on the lookout, critically re?ect upon and integrate views and ideas,?ndingsandexperiences,andtopromoteinterdisciplinaryexchange,while ensuring overall coherence and maintaining a sense of direction. This is a signi?cant enterprise: The challenges sought are multifarious and must be addressed consistently at all levels. The desire to involve all research communitiesandstakeholdersmustbematchedbyacknowledgingthedi?erences in established practises and by providing suitable means of guidance and int- duction, exposition and direct interaction at the event itself and of lasting (and increasingly:living) documentation, of which the present proceedings are but an important part.

Storytelling in Video Games

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Storytelling in Video Games

Storytelling in Video Games

The Art of the Digital Narrative

  • Author: Amy M. Green
  • Publisher: McFarland
  • ISBN: 1476630925
  • Category: Games & Activities
  • Page: 235
  • View: 1231
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Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused “visual novel” genre is discussed as a form of interactive fiction.

Writing Interactive Music for Video Games

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Writing Interactive Music for Video Games

Writing Interactive Music for Video Games

A Composer's Guide

  • Author: Michael Sweet
  • Publisher: Addison-Wesley Professional
  • ISBN: 0133563510
  • Category: Computers
  • Page: 512
  • View: 7293
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“This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition.” —Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Music Written by the developer of Berklee School of Music’s pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.

Digital Storytelling

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Digital Storytelling

Digital Storytelling

A Creator's Guide to Interactive Entertainment

  • Author: Carolyn Handler Miller
  • Publisher: Taylor & Francis
  • ISBN: 0240805100
  • Category: Games
  • Page: 453
  • View: 2506
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The first professional book to explore and analyze digital storytelling across interactive media and genres this book examines how digital storytelling draws on classic narrative techniques and utilizes interactive digital technologies to create today's entertainment. Digital Storytelling explains key strategies for conveying narrative through digital technologies, based on personal experience and numerous case studies, providing project managers, interactive content designers, and writers with the tools necessary for planning a successful interactive project, including ideas for product development and conceptualization. Detailed planning processes for all types of interactive projects are discussed, including videogames, massively multiplayer online games, the Internet, interactive TV, cross-media productions, smart toys, virtual reality, immersive environments, wireless devices, kiosks, and DVDs. The book also covers topics such as: structure, characters and emotions; tackling projects for children; finding work and staying employed; and more. Miller has written Digital Storytelling for the professional and the student, and details what interactive content developers and project managers need to know in a clear, enthusiastic manner. *Covers case studies, providing numerous ideas for creating and managing engrossing, interactive entertainment products from development to production *Explains the uses of digital storytelling for both entertainment and entertainment blends -- projects that teach, inform, and promote *Takes an international approach to digital entertainment, exploring ground-breaking projects in Asia, Africa and Europe as well as in North America

Interactive Storytelling

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Interactive Storytelling

Interactive Storytelling

11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018, Proceedings

  • Author: Rebecca Rouse,Hartmut Koenitz,Mads Haahr
  • Publisher: Springer
  • ISBN: 3030040283
  • Category: Computers
  • Page: 668
  • View: 9032
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This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.

Writing for Video Game Genres

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Writing for Video Game Genres

Writing for Video Game Genres

From FPS to RPG

  • Author: Wendy Despain
  • Publisher: CRC Press
  • ISBN: 1439875391
  • Category: Computers
  • Page: 300
  • View: 879
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This book, written and edited by members of the International Game Developers Association (IGDA) Game Writing Special Interest Group, follows the acclaimed Professional Techniques for Video Game Writing to deliver practical advice from seasoned veterans on the special challenges of writing for first-person shooter games (FPS), role-playing games (RPG), and everything in between, including massively multiplayer online games, real-time strategy games, sports games, horror games, serious games, casual games, handheld games, and more. Game writing samples are included with the book, and more are available online.