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This second edition of Professional Techniques for Video Game
Writing is updated with new chapters and new authors, but it's
still a no-nonsense guide to the professional craft of writing for
video games. Not only does the text cover story and narrative
elements, but it also addresses dialogue, documentation, and
strategy guides. Seasoned video game writers each address a
different topic, including the best way to break into the video
game industry, how to be an efficient part of a team, and the
principles of narrative design. The book also offers script
samples, technical writing advice, effective writing tips, and
suggestions for how to innovate in game narrative. Key Features
Comprehensive enough for veterans and accessible enough for novices
Goes into detail about how to write tutorials, script doctoring,
and writing for AAA games Delivers invaluable experiences directly
from writers in the games industry Full of practical advice from
industry pros on how to get a job, and then how to get the job done
Author Bio Wendy Despain has more than two decades of experience
spearheading digital media projects. She has worked with teams
around the world as a writer, narrative designer, producer, and
consultant on interactive experiences ranging from video games to
augmented reality. She's worked with EA, Disney, Ubisoft, Cartoon
Network, PBS, Marvel, and Wargaming. Currently, she's a Production
Director at ArenaNet, makers of the Guild Wars franchise. Her books
include: Writing For Videogame Genres: From FPS to RPG Talking to
Artists/Talking to Programmers 100 Principles of Game Design
This book, written and edited by members of the International Game
Developers Association (IGDA) Game Writing Special Interest Group,
follows the acclaimed Professional Techniques for Video Game
Writing to deliver practical advice from seasoned veterans on the
special challenges of writing for first-person shooter games (FPS),
role-playing games (RPG), and everything in between, including
massively multiplayer online games, real-time strategy games,
sports games, horror games, serious games, casual games, handheld
games, and more. Game writing samples are included with the book,
and more are available online.
This book, written and edited by members of the International Game
Developers Association (IGDA) Game Writing Special Interest Group,
follows the acclaimed Professional Techniques for Video Game
Writing to deliver practical advice from seasoned veterans on the
special challenges of writing for first-person shooter games (FPS),
role-playing games (RPG), and everything in between, including
massively multiplayer online games, real-time strategy games,
sports games, horror games, serious games, casual games, handheld
games, and more. Game writing samples are included with the book,
and more are available online.
This second edition of Professional Techniques for Video Game
Writing is updated with new chapters and new authors, but it's
still a no-nonsense guide to the professional craft of writing for
video games. Not only does the text cover story and narrative
elements, but it also addresses dialogue, documentation, and
strategy guides. Seasoned video game writers each address a
different topic, including the best way to break into the video
game industry, how to be an efficient part of a team, and the
principles of narrative design. The book also offers script
samples, technical writing advice, effective writing tips, and
suggestions for how to innovate in game narrative. Key Features
Comprehensive enough for veterans and accessible enough for novices
Goes into detail about how to write tutorials, script doctoring,
and writing for AAA games Delivers invaluable experiences directly
from writers in the games industry Full of practical advice from
industry pros on how to get a job, and then how to get the job done
Author Bio Wendy Despain has more than two decades of experience
spearheading digital media projects. She has worked with teams
around the world as a writer, narrative designer, producer, and
consultant on interactive experiences ranging from video games to
augmented reality. She's worked with EA, Disney, Ubisoft, Cartoon
Network, PBS, Marvel, and Wargaming. Currently, she's a Production
Director at ArenaNet, makers of the Guild Wars franchise. Her books
include: Writing For Videogame Genres: From FPS to RPG Talking to
Artists/Talking to Programmers 100 Principles of Game Design
Artists and programmers often work together on complex projects in
stressful environments and things don't always go smoothly.
Miscommunication and misunderstandings are common as these two
disciplines often use the same words to mean different things when
they talk to each other. Unintentional slights can turn into
long-held grudges and productivity grinds to a crawl. This is a
"flip book" that contains two narratives in one. Turn the book one
way and read one perspective; turn the book over and upside down
and read the other perspective. The narratives can be read
separately, one after the other, or in alternating chapters.
Talking to Artists / Talking to Programmers can help anyone who
wants to improve communication with artists and programmers. It's
set up like a foreign language dictionary, so it addresses the
cultural norms, attitudes and customs surrounding the words each
group uses, so you'll know not just what the words in the glossary
mean, you'll know why they're used that way and how to get
communication flowing again. It addresses common reasons for
communication problems between these two groups and provides
specific suggestions for solutions. The unusual format allows for
each side to be given equal weight - learn how to talk to artists
starting on one side of the book, turn it over and learn how to
talk to programmers. The whole book stresses the things artists and
programmers have in common. Focused primarily on videogame
developers, it also applies to other fields where tech and art have
to work together, including web developers and teams building
mobile apps. Anyone who wants to communicate better with
programmers or artists - this book can help Features Lists of
common problems and strategies for solving them Specific ideas for
building bridges between departments Case studies from real teams
Glossary of terms causing the most confusion Explanations for
common friction points Approaches for fostering goodwill Solutions
for team dynamics problems Specific suggestions for providing
feedback Ideas for holding successful meetings
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