This second edition of Writing for Animation, Comics, and Games expounds on the previous edition with more information on how to construct narratives for these three forms of visual storytelling media. Christy Marx’s book offers an in-depth look into scriptwriting and how to break into each of the featured industries. The text goes into detail on visual storytelling: how to compose exterior storytelling (animation, games) and interior/exterior storytelling (comics and graphic novels); as well as considerations for non-linear videogames. The advice within these pages can be used to build a transmedia career across animation, comics, graphic novels, and videogames. Key Features An insider's perspective on career rules of the road on writing for comics, videogames, and animation Written for beginners and professionals alike A nuts-and-bolts guide to script formats, terminology, networking, and valuable advice on writing for each medium Author Bio Based in Northern California, Christy Marx is an award-winning writer, story editor, TV series developer, game designer, and narrative designer. Her many credits include Babylon 5; Captain Power and Soldiers of the Future; The Twilight Zone; G.I. Joe; Jem and the Holograms; Spider-Man; He-Man; X-Men Evolution; Teenage Mutant Ninja Turtles; Conan the Adventurer; Birds of Prey; Amethyst; The Sisterhood of Steel; Sierra On-Line adventure games; PC, MMO, and console games; Zynga mobile games; and more. For full credits, visit www.christymarx.com.
This second edition of Writing for Animation, Comics, and Games expounds on the previous edition with more information on how to construct narratives for these three forms of visual storytelling media. Christy Marx's book offers an in-depth look into scriptwriting and how to break into each of the featured industries. The text goes into detail on visual storytelling: how to compose exterior storytelling (animation, games) and interior/exterior storytelling (comics and graphic novels); as well as considerations for non-linear videogames. The advice within these pages can be used to build a transmedia career across animation, comics, graphic novels, and videogames. Key Features An insider's perspective on career rules of the road on writing for comics, videogames, and animation Written for beginners and professionals alike A nuts-and-bolts guide to script formats, terminology, networking, and valuable advice on writing for each medium Author Bio Based in Northern California, Christy Marx is an award-winning writer, story editor, TV series developer, game designer, and narrative designer. Her many credits include Babylon 5; Captain Power and Soldiers of the Future; The Twilight Zone; G.I. Joe; Jem and the Holograms; Spider-Man; He-Man; X-Men Evolution; Teenage Mutant Ninja Turtles; Conan the Adventurer; Birds of Prey; Amethyst; The Sisterhood of Steel; Sierra On-Line adventure games; PC, MMO, and console games; Zynga mobile games; and more. For full credits, visit www.christymarx.com.
Launch your career in writing for video games or animation with the best tips, tricks, and tutorials from the Focal press catalog--all at your fingertips. Let our award-winning writers and game developers show you how to generate ideas and create compelling storylines, concepts, and narratives for your next project. Write Your Way Into Animation and Games provides invaluable information on getting into the game and animation industries. You will benefit from decades of insider experience about the fields of animation and games, with an emphasis on what you really need to know to start working as a writer. Navigate the business aspects, gain unique skills, and develop the craft of writing specifically for aniamtion and games. Learn from the cream of the crop who have shared their knowledge and experience in these key Focal Press guides: Digital Storytelling, Second Edition by Carolyn Handler Miller Animation Writing and Development by Jean Ann Wright Writing for Animation, Comics, and Games by Christy Marx Story and Simulations for Serious Games by Nick Iuppa and Terry Borst Writing for Multimedia and the Web, Third Edition by Timothy Garrand
Writing for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration.
Secrets of Digital Animation sets out to demonstrate and showcase a range of cutting-edge work, new techniques, and influential practitioners within all forms of contemporary animation, from anime to flashware, and from animated shorts to machinima, offering creative hints and tips from the genre masters. This book offers young practitioners, and those interested in broadening their skills, an insider’s view of the fast evolving work of animation; showcasing professionals and their creations, working methods, and inspiration, along with jargon-busting explanations and easy to follow demonstrations. Stunning examples of finished work are shown alongside conceptual drawings and works in progress. The book contains practical advice and case studies that explore the professional techniques behind designing innovative characters and fantastical worlds, and bringing them to life.
Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a cognitive understanding of the material. The use of simulations provides the learner with the ability to cognitively store and recall learning in real-life experiences. Therefore, it is crucial to not only provide course material but to have students apply what they have learned in simulations that replicate real-life scenarios. These learned skills are essential for students to be marketable and thrive in a career field where decision making, problem solving, and critical thinking are job requirements. Simulation and Game-Based Learning in Emergency and Disaster Management is a cutting-edge research book that examines the best practices and holistic development when it comes to simulation learning within emergency and disaster management as well as global security. Drawing upon the neuroscience of learning, classroom instruction can be enhanced to incorporate active-experiential learning activities that positively impact a learner with long-term information retention. Each simulation project is carried out in different environments, with different goals in mind, and developed under various constraints. For these reasons, this book will provide insight into the simulation planning and development process, provide examples of online simulations and game-based learning activities, and provide insight on simulation development and implementation that can be used across disciplines in educational and training settings. As such, it is ideal for academicians, instructional designers, curriculum designers, education professionals, researchers, and students.
Multimodality is a fast-growing interdisciplinary approach that aims to analyze the interplay of multiple modes such as gaze, gesture or spoken language that are utilized in interaction, and to examine the multimodal production and consumption of communicated messages. This Reader provides a comprehensive text of current research into multimodality, outlining in-depth delineation of each primary theoretical and methodological approach, as well as personal accounts of scholars, who are responsible for the various approaches’ advancements. The book additionally offers a plethora of analysis chapters, written by scholars from across the world, with vastly diverse themes ranging from buying popcorn, protests in Oman, coaching sessions and identity, to kitesurfing, typography, TV news, billboards, workplace practices, or analyzing web pages, Facebook, comic books, and more. Flexible and easy to use, the Reader includes key terms, suggested further readings, and a project idea for each chapter. The key terms for the chapters also comprise the extensive alphabetical glossary. Brief introductions for the analysis chapters, written by the editors, summarize the topic, explain the methodology used, outline the thematic orientation, and link each chapter to other chapters in the book. Showcasing multimodal analysis in detail, this Reader is essential reading for undergraduate and postgraduate students, for emergent researchers, and for advanced scholars who wish to gain insight into the current state of multimodal research.
Introduction to Media Production began years ago as an alternative text that would cover ALL aspects of media production, not just film or just tv or just radio. Kindem and Musburger needed a book that would show students how every form of media intersects with one another, and about how one needs to know the background history of how film affects video, and how video affects working in a studio, and ultimately, how one needs to know how to put it all together. Introduction to Media Production is the book that shows this intersection among the many forms of media, and how students can use this intersection to begin to develop their own high quality work. Introduction to Media Production is a primary source for students of media. Its readers learn about various forms of media, how to make the best use of them, why one would choose one form of media over another, and finally, about all of the techniques used to create a media project. The digital revolution has exploded all the former techniques used in digital media production, and this book covers the now restructured and formalized digital workflows that make all production processes by necessity, digital. This text will concentrate on offering students and newcomers to the field the means to become aware of the critical importance of understanding the end destination of their production as a part of pre-production, not the last portion of post production. Covering film, tv, video, audio, and graphics, the fourth edition of Introduction to Digital Media promises to be yet another comprehensive guide for both students of media and newcomers to the media industry.
Machinima, meaning machine cinema, is the technology of using computers to create cinematic features. This book teaches readers, who may be hobbyists in the art, how to use their talents to produce lifelong careers from what they love.
"Wonderfully practical....just what every media writer needs." Christopher H. Sterling George Washington University * Learn what it takes to write for commercials, news, documentaries, corporate, educational, animation, games, the internet, and dramatic film & video productions * Outlines the key skills needed for a successful media writing career The demand for quality and knowledgeable multi-platform writing is always in high demand. An Introduction to Writing for Electronic Media presents a survey of the many types of electronic media you can write for, and explains how to do it. Musburger focuses on the skills you need to write for animation versus radio or television news versus corporate training. Sample scripts help you learn by example while modeling your own scripts. Production files illustrate the integral role writers' play in the production process, and individual movie frames allow you compare these to the real scripts. Armed with the skills developed in this book, a media writer can apply for a variety of positions in newsrooms, advertising firms, motion pictures or animation studios, as well as local and national cable operations. Robert B. Musburger, Ph.D., is Professor Emeritus and former Director of the School of Communication, University of Houston, USA. He has worked for 20 years in professional broadcasting, serving as camera operator, director, producer, and writer. Musburger has received numerous awards for his video work and teaching and he continues to work in electronic media with his Seattle, WA,. consulting firm, Musburger Media Services. "[An] authoritative and clearly written description of the processes involved in writing for film, radio and television production." Raymond Fielding, Dean Emeritus Florida State University
Using Comics to Construct Your Transmedia Storyworld
Author: Tyler Weaver
Publisher: Taylor & Francis
In recent years, a new market of convergence culture has developed. In this new market, one story, idea, concept, or product can be produced, distributed, appreciated, and understood by customers in a variety of different media. We are at the tipping point of this new convergence culture, and comics is a key area affected by this emerging model. In Comics for Film, Games, and Animation Tyler Weaver teaches you how to integrate comics storytelling into your own work by exploring their past, present, and future. You will explore the creation of the unique mythologies that have endured for more than seventy years, and dig into the nitty gritty of their creation, from pacing and scripting issues to collaboration. Finally, you'll gain a love and appreciation of the medium of comics, so much so that you won't be able to wait to bring that medium into your story toolbox.
Neon Yang's space opera "Waiting on a Bright Moon" is a Tor.com Original short story Xin is an ansible, using her song magic to connect the originworld of the Imperial Authority and its far-flung colonies— a role that is forced upon magically-gifted women “of a certain closeness”. When a dead body comes through her portal at a time of growing rebellion, Xin is drawn deep into a station-wide conspiracy along with Ouyang Suqing, one of the station’s mysterious, high-ranking starmages At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
A finalist for the 2019 Lammy Award for best LGBTQ SF/F/Horror and the Locus Award for Best Novella Neon Yang continues to redefine the limits of silkpunk fantasy with their Tensorate novellas, which the New York Times lauded as "joyously wild." In this third volume, an investigation into atrocities committed at a classified research facility threaten to expose secrets that the Protectorate will do anything to keep hidden You are reading this because I am dead. Something terrible happened at the Rewar Teng Institute of Experimental Methods. When the Tensorate’s investigators arrived, they found a sea of blood and bones as far as the eye could see. One of the institute’s experiments got loose, and its rage left no survivors. The investigators returned to the capital with few clues and two prisoners: the terrorist leader Sanao Akeha and a companion known only as Rider. Investigator Chuwan faces a puzzle. What really happened at the institute? What drew the Machinists there? What are her superiors trying to cover up? And why does she feel as if her strange dreams are forcing her down a narrowing path she cannot escape? The Tensorate Series Book 1: The Black Tides of Heaven Book 2: The Red Threads of Fortune Book 3: The Descent of Monsters Book 4: The Ascent to Godhood At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Create the Gotham for your Batman, the African savannah for your Simba, or the bustling newsroom for your Clark Kent. Background, setting, environment.whatever you call it, it is the silent character in the visual story, and a dynamic and compelling setting can define and hone the action and drama of your story. If you're in the habit of creating disembodied characters or adding backgrounds as an afterthought, Set the Action! will help you understand and utilize the importance of the setting in your narrative. Understand perspective, blocking, and color-and focus your narrative by establishing and designing your setting to interact with characters and story.
Read Neon Yang's paranomal Tor.com Original short story, Circus Girl, The Hunter, and Mirror Boy As an orphaned sixteen-year-old, Lynette was haunted by the ghost of Mirror Boy, the drowned child who replaced her reflection. Ten years later, she’s built herself a new life, but all that is threatened when Mirror Boy returns, warning of danger. A hunter has come for both of them, and unless Lynette can figure out what’s going on, they will both perish. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.
(The Black Tides of Heaven, The Red Threads of Fortune, The Descent of Monsters, The Ascent to Godhood)
Author: Neon Yang
The Tensorate Series, which has been nominated for the Hugo, Nebula, World Fantasy, Locus, and Lambda Literary Awards, is an incomparable treasure of modern epic fantasy. Across four novellas, Neon Yang established themself as a fantasist in bold defiance of the limitations of their genre. Available now in a single volume, these four novellas trace the generational decline of an empire and unfurl a world that is rich and strange beyond anything you've dreamed. In the Tensorate Series you will find: rebellious nonbinary scions of empire, sky-spanning nagas with experimental souls, revolutionary engineers bent on bringing power to the people, pugilist monks, packs of loyal raptors, and much, much more. The Tensorate Series omnibus contains The Black Tides of Heaven, The Red Threads of Fortune, The Descent of Monsters, and To Ascend to Godhood At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Rule-breaking new fantasy from Tor and Tor.com Publishing
Author: Seanan McGuire
Publisher: Tor Books
Chaotic. New. Rule-breaking fiction, Tor and Tor.com Publishing are proud to present excerpts of 2019’s most dangerously addictive new fantasy and a sneak peek at the fall lineup. Includes free sample ebook chapters from authors Seanan McGuire, Cate Glass, Sarah Gailey, Duncan M. Hamilton, Saad Z. Hossain, Brian Naslund, JY Yang, and Tamsyn Muir. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.