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Books on the topic 'Video game storytelling'

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1

Character development and storytelling for games. Boston: Thomson Course Technology, 2004.

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2

Sheldon, Lee. Character development and storytelling for games. Boston: Thomson Course Technology, 2004.

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3

Brendan, Eddy, ed. Exploring visual storytelling. Clifton Park, NY: Thomson Delmar Learning, 2007.

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4

Mukherjee, Souvik. Video Games and Storytelling. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525055.

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5

Chris, Klug, ed. Interactive storytelling for video games: A player-centered approach to creating memorable characters and stories. Burlington, MA: Focal Press, 2011.

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6

What is your quest?: From adventure games to interactive books. Iowa City: University of Iowa Press, 2014.

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7

Guynes, Sean, and Dan Hassler-Forest, eds. Star Wars and the History of Transmedia Storytelling. NL Amsterdam: Amsterdam University Press, 2017. http://dx.doi.org/10.5117/9789462986213.

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Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a corrective to this oversight by curating essays from a wide range of interdisciplinary scholars in order to bring Star Wars and its transmedia narratives more fully into the fold of media and cultural studies. The collection places Star Wars at the center of those studies’ projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its world-building in their multiple contexts of production, distribution, and reception. In emphasizing that Star Wars is both a media franchise and a transmedia storyworld, Star Wars and the History of Transmedia Storytelling demonstrates the ways in which transmedia storytelling and the industrial logic of media franchising have developed in concert over the past four decades, as multinational corporations have become the central means for subsidizing, profiting from, and selling modes of immersive storyworlds to global audiences. By taking this dual approach, the book focuses on the interconnected nature of corporate production, fan consumption, and transmedia world-building. As such, this collection grapples with the historical, cultural, aesthetic, and political-economic implications of the relationship between media franchising and transmedia storytelling as they are seen at work in the world’s most profitable transmedia franchise.
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8

Set the action!: Creating backgrounds for compelling storytelling in animation, comics, and games. Waltham, MA: Focal Press, 2012.

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9

Sheldon, Lee. Character Development and Storytelling for Games (Game Development Series). Course Technology PTR, 2004.

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10

Sheldon, Lee. Character Development And Storytelling For Games. Course Technology, 2013.

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11

Interactive Stories and Video Game Art: A Storytelling Framework for Game Design. A K Peters/CRC Press, 2017.

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12

Video game storytelling: What every developer needs to know about narrative techniques. Watson-Guptill, 2014.

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13

Arnold, Brian, and Brendan Eddy. Exploring Visual Storytelling (Exploring (Delmar)). Cengage Delmar Learning, 2007.

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14

Brine, Kelly Gordon. The Art of Cinematic Storytelling. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190054328.001.0001.

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The Art of Cinematic Storytelling: A Visual Guide to Planning Shots, Cuts, and Transitions is a practical introduction to the design of shots, cuts, and transitions for film, video, television, animation, and game design. The author-illustrator is a storyboard artist who has worked with and learned from over 200 professional directors and cinematographers. This book’s clear and concise explanations and vivid examples demystify the visual design choices that are fundamental to directing and editing. Hundreds of illustrations and diagrams support the text. The primary emphasis is on blocking actors and positioning the camera for mood, meaning, and continuity editing. This book delves deeply into controlling the audience’s understanding and perception of time and space; designing in-camera time transitions; compressing and expanding time; composing creative shots for cinematic storytelling; choosing between objective and subjective storytelling; motivating camera moves; choosing lenses; using screen geography and film grammar for clarity; planning shots with continuity editing in mind; knowing how and when to cut; beginning and ending scenes; and using storyboards for planning and communication. Several chapters are devoted to how to block and shoot action involving travel, pursuits, searches, dialogue, groups, and driving. While the approach is based largely on well-established techniques of cinematography and continuity editing, attention is also given to jump cuts, tableau shots, and unconventional framing. The topics are covered thoroughly and systematically, and this book serves both as an introductory text and as a reference work for more advanced students of film.
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15

Lebowitz, Josiah. Interactive Storytelling for Video Games. Routledge, 2012. http://dx.doi.org/10.4324/9780240817187.

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16

Adams, Ernest. Principles of Interactive Storytelling. Pearson Education, Limited, 2019.

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17

Mukherjee, Souvik. Video Games and Storytelling: Reading Games and Playing Books. Palgrave Macmillan, 2015.

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18

Hammond, Adam. Art of Superbrothers: DIY Video Games and the Future of Storytelling. Coach House Books, 2016.

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19

Storytelling in Video Games: The Art of the Digital Narrative. McFarland & Company, Incorporated Publishers, 2017.

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20

Harvey, C. Fantastic Transmedia: Narrative, Play and Memory Across Science Fiction and Fantasy Storyworlds. Palgrave Macmillan, 2015.

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21

Fantastic Transmedia: Narrative, Play and Memory Across Science Fiction and Fantasy Storyworlds. Palgrave Macmillan, 2015.

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