ゲーム開発・研究のためのライティング<br>Writing for Games : Theory and Practice

個数:

ゲーム開発・研究のためのライティング
Writing for Games : Theory and Practice

  • オンデマンド(OD/POD)版です。キャンセルは承れません。
  • 【入荷遅延について】
    世界情勢の影響により、海外からお取り寄せとなる洋書・洋古書の入荷が、表示している標準的な納期よりも遅延する場合がございます。
    おそれいりますが、あらかじめご了承くださいますようお願い申し上げます。
  • ◆画像の表紙や帯等は実物とは異なる場合があります。
  • ◆ウェブストアでの洋書販売価格は、弊社店舗等での販売価格とは異なります。
    また、洋書販売価格は、ご注文確定時点での日本円価格となります。
    ご注文確定後に、同じ洋書の販売価格が変動しても、それは反映されません。
  • 製本 Hardcover:ハードカバー版/ページ数 288 p.
  • 言語 ENG
  • 商品コード 9781032023069
  • DDC分類 794.8

Full Description

Focussing on the independent videogames sector, this book provides readers with a vocabulary to articulate and build their games writing practice; whether studying games or coming to games from another storytelling discipline. Writing for Games offers resources for communication, collaboration, reflection, and advocacy, inviting the reader to situate their practice in a centuries-long heritage of storytelling, as well as considering the material affordances of videogames, and the practical realities of working in game development processes.

Structured into three parts, Theory considers the craft of both games and writing from a theoretical perspective, covering vocabulary for both game and story practices. Case Studies uses three case studies to explore the theory explored in Part 1. The Practical Workbook offers a series of provocations, tools and exercises that give the reader the means to refine and develop their writing, not just for now, but as a part of a life-long practice.

Writing for Games: Theory and Practice is an approachable and entry-level text for anyone interested in the craft of writing for videogames.

Hannah Nicklin is an award-winning narrative and game designer, writer, and academic who has been practising for nearly 15 years. She works hard to create playful experiences that see people and make people feel seen, and also argues for making games a more radical space through mentoring, advocacy, and redefining process. Trained as a playwright, Nicklin moved into interactive practices early on in her career and is now the CEO and studio lead at Danish indie studio Die Gute Fabrik, which most recently launched Mutazione in 2019.

Contents

Part I Theory. 1. Craft. 2. Vocabulary - Games. 3. Vocabulary - Story Structure. 4. Vocabulary - Story Components. 5. Games Writing as a Discipline. 6. Form-led Design. 7. A Note on Writing Comedy. 8. Further Reading. 9. A Note on Ethics. Part II Case Studies. 10. Introduction to the Case Studies. 11. Character and Dialogue in Life is Strange 2. 12. Ethics and Adaptation in 80 Days. 13. Format and the Heist in Last Stop. Part III A Practical Handbook. 14. Introduction to the Workbook. 15. Tools for Starting. 16. Tools for Developing. 17. Tools for Finishing.

最近チェックした商品