• 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. But The Ultimate Guide to Video Game Writing and Design goes 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? Get The Ultimate Guide to Video Game Writing and Design. From the Trade Paperback edition.
Learn the mechanics that take your game from an idea to a playable product. Do you aspire to be a game designer but aren’t sure where to begin? Tabletop Game Design for Video Game Designers guides you through your initial attempts to design game mechanics. It goes beyond simple description and definition to explore in detail the issues that designers grapple with for every game they create. Learning to design tabletop games builds a solid foundation for game designers and provides methods that can be applied towards creating paper prototypes of computer-targeted games. Presented in a step-by-step format, Tabletop Game Design for Video Game Designers helps the reader understand how the game design skills that are acquired through creating tabletop games can be used when designing video games. Fully playable games accompany every topic so you can truly understand and experience each component that goes into game creation. Tabletop Game Design for Video Game Designers includes: Simple, highly focused games that can be played, analyzed, improved, and/or modified in conjunction with a particular topic in the book. Integrated game design exercises, chapter learning objectives, and in-text sidebars to provide further examples to apply directly to your game creation process. A companion website (www.funmines.com) which includes: "print & play" tabletop games, links to online games, game design resources, and articles about designing and developing games.
Author: Martin Roth
Release Date: 2018-01-05
Genre: Performing Arts
This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.
Author: T. Allan Taylor
Publisher: Infobase Publishing
Release Date: 2009-01-01
Provides updated key information, including salary ranges, employment trends, and technical requirements. Career profiles include animator, content specialist, game designer, online editor, web security manager, and more.
Author: Tami D. Cowden
Publisher: Lone Eagle Publishing Company, LLC
Release Date: 2000
Genre: Language Arts & Disciplines
The Ultimate Guide to Video Game Writing and Design goes 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? Get The Ultimate Guide to Video Game Writing and Design.
Includes, beginning Sept. 15, 1954 (and on the 15th of each month, Sept.-May) a special section: School library journal, ISSN 0000-0035, (called Junior libraries, 1954-May 1961). Also issued separately.
Author: Flint Dille
Publisher: Rare Bird Books, a Vireo Book
Release Date: 2019-07-09
The Gamesmaster is a narrative memoir chronicling the life and career of Flint Dille. And while he isn't exactly a household name, you almost certainly know his work--which includes credits from some of the most important and successful entertainment franchises throughout the world across the cartoon, film, video game, and comic book industries and beyond. Dille started his career writing and producing Saturday morning television shows, including Transformers and G.I. Joe, while also writing interactive novels with Gary Gygax, the creator of Dungeons & Dragons. From there, he'd go on to work with the likes of Steven Spielberg, George Lucas, Frank Miller, Jack Kirby, and a raft of others as a writer, story editor, show runner, and/or producer of iconic entertainment in almost every medium. Dille's memoir is an entertaining blend of pop culture, social history, and reportage about the exciting, groundbreaking 1980s, and the parts he and his colleagues, collaborators, employers, and friends played in making it a genuine Golden Age.
Author: Jane M. Bedell
Publisher: Simon and Schuster
Release Date: 2016-05-03
Genre: Juvenile Nonfiction
"Don't just buy a new video game, make one! Don't just download the latest app, help design it! Don't just play on your phone. Program it." --President Obama Behind the screen of your phone, tablet, computer, or game console lies a secret language that makes it all work. Computer code has become as integral to our daily lives and reading and writing, even if you didn't know it. Now it's time to plug in and start creating the same technology you're consuming. Plus, it's one of the fastest growing industries in the world! Covering everything from navigating the maze of computer languages to writing code for games to cyber security and artificial intelligence, So, You Want to Be a Coder? debugs the secrets behind a career in the diverse and state-of-the-art industry of working with computer code. In addition to tips and interviews from professionals in the industry, So, You Want to Be a Coder? includes inspiring stories from kids who are writing code now! Plus, activities, a glossary, and resources put you on the path to a fun and rewarding career with computer code today!"--
Author: Ernest Adams
Publisher: Prentice Hall
Release Date: 2007
Game design is the most fundamental skill you need for a career in the video game industry. Noted authors and game developers Ernest Adams and Andrew Rollings lead you through the concepts, principles, and techniques for designing an entire video game. The first half of the book gives you the necessary groundwork for creating worlds, characters, stories, gameplay, core mechanics, and a user interface. It also shows you a process by which to approach the task. The second half of the book applies the principles of the first half to the most common game genres on the market today including action games, strategy games, role-playing games, and vehicle simulations.
The Ultimate Guide to In Car Entertainment presents the entire spectrum of audio/video, navigation, communication, and entertainment technology, and how the enthusiast can create a complete custom system or an integrated stock/aftermarket system. It explains how to a plan, select, integrate and install popular systems under a specific budget for a certain level of performance. This includes design and installation considerations for audio and video, such as DVD players, TV tunes, and video screens (in-dash, in-seat, overhead, rear truck, etc.) GPS navigation, video game systems (PS3, X-Box 360, and more), iPod integration with head units, satellite radio, digital audio broadcasting, car security and even computers (carputers). The book features how-to installations, thorough explanations of professional only builds, descriptions of hook-ups, mechanical upgrades, such as charging systems, and a comprehensive resource guide.
In his new book, journalist Brian Ashcraft digs into the short but colorful history of the Japanese liquor and the process that differentiates Japan's labels from their Western cousins. Plus, whisky authority Yuji Kawasaki shares tasting notes for more than a hundred bottles."—Travel + Leisure Japanese whisky has been around for less than a century, but is now winning all the major international awards. How did this happen and what are the secrets of the master distillers? This whisky book divulges these secrets for the first time. Japanese Whisky features never-before-published archival images and interviews chronicling the forgotten stories of Japan's pioneering whisky makers. It reveals the unique materials and methods used by the Japanese distillers including mizunara wood, Japanese barley, and novel production methods unique to Japan. It also examines the close cultural connections between Japanese scotch and whisky drinkers and their favorite tipples. For the first time in English, this book presents over a hundred independently scored tastings from leading Japanese whisky blogger, Yuji Kawasaki, shedding new light on Japan's most famous single malts as well as grain whiskies and blends. Japan expert Brian Ashcraft and photographer Idzuhiko Ueda crisscrossed Japan visiting all the major makers to talk about past and present whisky distillers, blenders and coopers. Japanophiles, whisky lovers, travelers, and history buffs will all find something fascinating within these pages, including: Tasting notes and scores of every major Japanese whisky brand A complete account of the unique production methods and ingredients Information about visiting distilleries in Japan Hundreds of color photos documenting the history and modern practices of Japanese whisky Exclusive interviews and previously unpublished personal accounts from leading industry figures Japanese Whisky not only explains how the country's award-winning whiskies are made, but also the complete whisky history and culture, so readers can truly appreciate the subtle Japanese whiskies they're drinking and buying. Kanpai!
Author: Josiah Lebowitz
Publisher: Taylor & Francis
Release Date: 2012-09-10
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: