The Ultimate Guide to Video Game Writing and Design

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Format: Paperback
Pub. Date: 2008-01-08
Publisher(s): Lone Eagle
List Price: $22.05

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Summary

Authors are top game designers Aspiring game writers and designers must have this complete bible There are other books about creating video games out there. Sure, they cover the basics. ButThe Ultimate Guide to Video Game Writing and Designgoes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there's complete information on how to present a visionary new idea to developers and publishers. Got game? GetThe Ultimate Guide to Video Game Writing and Design.

Author Biography

Flint Dille is an American writer and game designer. He is best known for his animated work, including Transformers, G.I. Joe, and An American Tail: Fievel Goes West. He has also written for games, including The Chronicles of Riddick: Escape from Butcher Bay and Dead to Rights. He is the author with John Zuur Platten of The Ultimate Guide to Video Game Writing and Design.

John Zuur Platten began his career at Universal Studios, working as a production coordinator on a number of series including Lassie and Harry and the Hendersons. He currently works in games and interactive media, and was the producer, lead designer, director, and writer for the Eidos video game Fear Effect. He lives in California.

Table of Contents

Acknowledgmentsp. v
Introductionp. vii
The Influences of Storytelling in a Digital Universep. 1
Video Game Story Structure and Work Approachp. 14
Game Story Theory and Dialoguep. 35
Video Game Construction Techniques and Strategiesp. 49
Building Charactersp. 65
Steps to the Game Concept and Scriptp. 89
The High-Level Design Documentp. 101
Game Properties as Franchisesp. 111
Inside the Creative Processp. 119
The Team and the Dynamics of Developmentp. 137
Changes, Revisions, and Creative Criticismp. 150
Getting Down to Businessp. 171
Career Considerationsp. 178
End Game: Wrapping It Upp. 196
Game Glossaryp. 201
Backwater Game Design Documentp. 219
Sample Sequencesp. 246
Table of Contents provided by Ingram. All Rights Reserved.

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