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Author: Maurice Suckling
ISBN : B00738WIIY
New from $19.95
Format: PDF
Download file now Free Download Video Game Writing from mediafire, rapishare, and mirror link This insightful book explores the challenging and evolving world of the
games writer. Part I provides a fascinating overview of the history of games
writing following its humble roots in the 60s to today’s triple-A titles; Part II
asks and answers the key question: what does a games writer do and how do
they do it? Especially useful reading for novice game writers, its chapters cover
a broad range of topics including contracts, NDAs, creative collaboration,
narrative design, editing, adaptations, and environmental storytelling. Part III,
of particular value for more advanced students of writing, addresses deeper
theoretical questions increasingly relevant in today’s games titles, including,
Why have story at all? What is plot and how does it work? How best can a
writer use agency? Finally, Part IV presents readers with hard-earned nuggets
of wisdom from today’s game writers working in the US, Europe, and Japan.
Packed with practical samples, case studies, and exercises, this book is essential reading for anyone interested in the world of games writing.
BRIEF TABLE OF CONTENTS. Introduction. I: Chapter 1: A Brief History of Game Stories. II: 2: Decoding and Devising the Brief. 3: NDAs and Contracts. 4: Collaboration: Team Us. 5: Narrative Design. 6: Outlines and Treatments.
7: Character Documents. 8: Environmental Storytelling. 9: Writing Scripts. 10: Editing. 11: Consultancy. 12: Adaptations.13: Other Roles of the Games Writer. III. 14: Why Have Stories At All? 15: What Is Plot and How Does It Work? 16: Other Resources for Writers. 17: Marrying Design and Story: Driver 76 Case Study. 18: Storyloading. 19: Shifting Agency. 20: Time Gates and Act Stimulants. 21: Aristotle, Games Writing, and Games. 22: Choice or
Enlightenment? 23: The Future of Games Writing. IV. 24: What’s it Like Being a Games Writer? Appendices.
Features:
• Covers history of games writing, narrative design, storytelling, plot, contracts, and packed with practicalsamples, case studies, and exercises
• Instructors’ solutions to exercises / projects
About The Authors:
Maurice Suckling and Marek Walton , have, between them, worked on over 40 games, for almost every major Western publisher. The last 14 years has seen one or both of them work as writers on titles such as Driver, Stuntman, Red Orchestra 2: Heroes of Stalingrad, Driver: Parallel Lines, XCOM, Sonic & Sega All-Star Racing, Driver 76, Nintendo Presents: Crossword Collection, Planet 51, BattleForge, Let’s Make A Soccer Team, Don King Presents Prizefighter, Unsolved Crimes, Virtua Tennis 3, Virtua Tennis 4, James Noir’s Hollywood Crimes, and Virtua Tennis 3, Virtua Tennis 4, James Noir’s Hollywood Crimes, and We Dare.
Direct download links available for Free Download Video Game Writing
- File Size: 4346 KB
- Print Length: 392 pages
- Publisher: Mercury Learning and Information (January 24, 2012)
- Sold by: Amazon Digital Services, Inc.
- Language: English
- ASIN: B00738WIIY
- Text-to-Speech: Enabled
X-Ray:
- Lending: Enabled
- Amazon Best Sellers Rank: #866,229 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
Free Download Video Game Writing
Video Game Writing from Macro to Micro by Maurice Suckling and Marek Walton is the everything-you-need-to-know and how-to book for anyone interested in writing video games. This is a hugely popular and successful genre for today's kids and adults of all ages and many jobs are available for creatives. This books tells what those job fields are. If you are a beginner and just interested in getting started to test the waters, this book tells exactly step by step how to create an actual video game and how to perfect it. If you have a techy interest, this may be the book for you to play around with, and who knows, you may be rich and famous someday!
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