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OverviewFull Product DetailsAuthor: Maurice Suckling , Marek WaltonPublisher: Mercury Learning & Information Imprint: Mercury Learning & Information Dimensions: Width: 17.80cm , Height: 2.80cm , Length: 22.90cm Weight: 0.753kg ISBN: 9781936420155ISBN 10: 1936420155 Pages: 300 Publication Date: 07 February 2012 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Unknown Availability: Awaiting stock ![]() Table of ContentsIntroduction. What Does A Games Writer Do & How Do They Do It? Editing Introduction. Beyond the Basics. Essays on Game Writing. What's It Like Being A Games Writer?ReviewsGame writing has been a hot area of development for the last decade, possibly longer. In many ways, though, it's a closed world on to itself, with its own domain terminology, its own special tools, and a unique culture. The question many facing possibly interested hackers is how do you get started writing games? Unlike learning a new language, developers need to pick up skills in many different areas to get going. This book is an excellent overview of the lay of the land. It starts with a brief history, explains what a game writer actually does, then it delves into the details of plot development, storytelling, and the ins and out of writing the necessary scripts that drive the game action.Technically speaking, this is not a programming book. It doesn't contain code, but it does contain everything you need to know except the coding implementation. In this way, it s best to view at it as a book on the game equivalent of software design, rather than on implementation This intriguing volume on the role of writing and writers in video game production explores the role of story professionals in the development of effective and engrossing gaming environments. Beginning with a history of writing in the game industry, the work discusses topics such as devising story briefs, collaboration teams, narrative design, outlines and treatments, character documents, environmental storytelling, writing scripts, editing, adaptations, and storyboarding. Additional sections discuss the business aspects of freelance and contract game writing. Suckling and Walton have written for major game titles and companies since the 1990s Game writing has been a hot area of development for the last decade, possibly longer. In many ways, though, it's a closed world on to itself, with its own domain terminology, its own special tools, and a unique culture. The question many facing possibly interested hackers is how do you get started writing games? Unlike learning a new language, developers need to pick up skills in many different areas to get going. This book is an excellent overview of the lay of the land. It starts with a brief history, explains what a game writer actually does, then it delves into the details of plot development, storytelling, and the ins and out of writing the necessary scripts that drive the game action.Technically speaking, this is not a programming book. It doesn't contain code, but it does contain everything you need to know except the coding implementation. In this way, it s best to view at it as a book on the game equivalent of software design, rather than on implementation"" ""Video Game Writing From Macro to Micro"" is a user-friendly, in-depth discussion of video game writing from historical, practical, legal, creative, and game integration perspectives. Chapters cover what is expected of the writing in games of various genres, the basics of Non-Disclosure Agreements and contracts that often go hand in hand with a video game writing job, how a video game writer must collaborate with other members of the team, principles of narrative design, outlines, character documents, environmental storytelling, types of scripts, and much more. Exercises at the end of every chapter (such as ""Using a format of your choosing, diagrammatically represent the plot of any two stories you like. One of them should originate from a game."") help the reader get a hands-on understanding of the craft of writing for games. ""Video Game Writing"" is a ""must-have"" instructional resource for any writer seeking to break into the game industry, and is highly recommended for self-study as well as for technical college reference libraries. 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! 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! This intriguing volume on the role of writing and writers in video game production explores the role of story professionals in the development of effective and engrossing gaming environments. Beginning with a history of writing in the game industry, the work discusses topics such as devising story briefs, collaboration teams, narrative design, outlines and treatments, character documents, environmental storytelling, writing scripts, editing, adaptations, and storyboarding. Additional sections discuss the business aspects of freelance and contract game writing. Suckling and Walton have written for major game titles and companies since the 1990s Game writing has been a hot area of development for the last decade, possibly longer. In many ways, though, it's a closed world on to itself, with its own domain terminology, its own special tools, and a unique culture. The question many facing possibly interested hackers is how do you get started writing games? Unlike learning a new language, developers need to pick up skills in many different areas to get going. This book is an excellent overview of the lay of the land. It starts with a brief history, explains what a game writer actually does, then it delves into the details of plot development, storytelling, and the ins and out of writing the necessary scripts that drive the game action.Technically speaking, this is not a programming book. It doesn't contain code, but it does contain everything you need to know except the coding implementation. In this way, it s best to view at it as a book on the game equivalent of software design, rather than on implementation Video Game Writing From Macro to Micro is a user-friendly, in-depth discussion of video game writing from historical, practical, legal, creative, and game integration perspectives. Chapters cover what is expected of the writing in games of various genres, the basics of Non-Disclosure Agreements and contracts that often go hand in hand with a video game writing job, how a video game writer must collaborate with other members of the team, principles of narrative design, outlines, character documents, environmental storytelling, types of scripts, and much more. Exercises at the end of every chapter (such as Using a format of your choosing, diagrammatically represent the plot of any two stories you like. One of them should originate from a game. ) help the reader get a hands-on understanding of the craft of writing for games. Video Game Writing is a must-have instructional resource for any writer seeking to break into the game industry, and is highly recommended for self-study as well as for technical college reference libraries. 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! 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! Video Game Writing From Macro to Micro is a user-friendly, in-depth discussion of video game writing from historical, practical, legal, creative, and game integration perspectives. Chapters cover what is expected of the writing in games of various genres, the basics of Non-Disclosure Agreements and contracts that often go hand in hand with a video game writing job, how a video game writer must collaborate with other members of the team, principles of narrative design, outlines, character documents, environmental storytelling, types of scripts, and much more. Exercises at the end of every chapter (such as Using a format of your choosing, diagrammatically represent the plot of any two stories you like. One of them should originate from a game. ) help the reader get a hands-on understanding of the craft of writing for games. Video Game Writing is a must-have instructional resource for any writer seeking to break into the game industry, and is highly recommended for self-study as well as for technical college reference libraries. Game writing has been a hot area of development for the last decade, possibly longer. In many ways, though, it's a closed world on to itself, with its own domain terminology, its own special tools, and a unique culture. The question many facing possibly interested hackers is how do you get started writing games? Unlike learning a new language, developers need to pick up skills in many different areas to get going. This book is an excellent overview of the lay of the land. It starts with a brief history, explains what a game writer actually does, then it delves into the details of plot development, storytelling, and the ins and out of writing the necessary scripts that drive the game action.Technically speaking, this is not a programming book. It doesn't contain code, but it does contain everything you need to know except the coding implementation. In this way, it s best to view at it as a book on the game equivalent of software design, rather than on implementation This intriguing volume on the role of writing and writers in video game production explores the role of story professionals in the development of effective and engrossing gaming environments. Beginning with a history of writing in the game industry, the work discusses topics such as devising story briefs, collaboration teams, narrative design, outlines and treatments, character documents, environmental storytelling, writing scripts, editing, adaptations, and storyboarding. Additional sections discuss the business aspects of freelance and contract game writing. Suckling and Walton have written for major game titles and companies since the 1990s "This intriguing volume on the role of writing and writers in video game production explores the role of story professionals in the development of effective and engrossing gaming environments. Beginning with a history of writing in the game industry, the work discusses topics such as devising story briefs, collaboration teams, narrative design, outlines and treatments, character documents, environmental storytelling, writing scripts, editing, adaptations, and storyboarding. Additional sections discuss the business aspects of freelance and contract game writing. Suckling and Walton have written for major game titles and companies since the 1990s Game writing has been a hot area of development for the last decade, possibly longer. In many ways, though, it's a closed world on to itself, with its own domain terminology, its own special tools, and a unique culture. The question many facing possibly interested hackers is how do you get started writing games? Unlike learning a new language, developers need to pick up skills in many different areas to get going. This book is an excellent overview of the lay of the land. It starts with a brief history, explains what a game writer actually does, then it delves into the details of plot development, storytelling, and the ins and out of writing the necessary scripts that drive the game action.Technically speaking, this is not a programming book. It doesn't contain code, but it does contain everything you need to know except the coding implementation. In this way, it s best to view at it as a book on the game equivalent of software design, rather than on implementation"" ""Video Game Writing From Macro to Micro"" is a user-friendly, in-depth discussion of video game writing from historical, practical, legal, creative, and game integration perspectives. Chapters cover what is expected of the writing in games of various genres, the basics of Non-Disclosure Agreements and contracts that often go hand in hand with a video game writing job, how a video game writer must collaborate with other members of the team, principles of narrative design, outlines, character documents, environmental storytelling, types of scripts, and much more. Exercises at the end of every chapter (such as ""Using a format of your choosing, diagrammatically represent the plot of any two stories you like. One of them should originate from a game."") help the reader get a hands-on understanding of the craft of writing for games. ""Video Game Writing"" is a ""must-have"" instructional resource for any writer seeking to break into the game industry, and is highly recommended for self-study as well as for technical college reference libraries. 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!" Author InformationMaurice Suckling has created stories and written scripts for numerous successful video games in all genres and is currently a writer for The Mustard Corporation. Marek Walton, (the Mustard Corporation), has worked on numerous games including Driver: Parallel Lines, Nintendo Presents: Crossword Collection, and Mindjack. 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