ビデオゲームのためのインタラクティブ物語技法<br>Interactive Stories and Video Game Art : A Storytelling Framework for Game Design

個数:1
紙書籍版価格
¥12,127
  • 電子書籍

ビデオゲームのためのインタラクティブ物語技法
Interactive Stories and Video Game Art : A Storytelling Framework for Game Design

  • 著者名:Solarski, Chris
  • 価格 ¥10,535 (本体¥9,578)
  • A K Peters/CRC Press(2017/01/20発売)
  • ポイント 95pt (実際に付与されるポイントはご注文内容確認画面でご確認下さい)
  • 言語:ENG
  • ISBN:9781498781503
  • eISBN:9781315401201

ファイル: /

Description

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.

Key Features:

  • The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games
  • Accessible to industry professionals as well as non-developers
  • Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art
  • The definitive framework for designing interactive stories

Table of Contents

Chapter 1 Character Shapes and Poses

Chapter  2 Character Animations

Chapter 3 Environment Shapes

Chapter  4 Pathways

Chapter 5 Framing

Chapter 6 Player Gestures

Chapter 7 Transitions in Games

Chapter 8 Transitions With Cutscenes

Chapter 9 Reiteration of Context

Chapter 10 Transition Hazards

Chapter 11 Transitions Without Cutscenes

Chapter 12 Transitions in Open World Games.