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Interactive Stories and Video Game Art: A Storytelling Framework for Game Design


Interactive Stories and Video Game Art: A Storytelling Framework for Game Design

Paperback by Solarski, Chris

Interactive Stories and Video Game Art: A Storytelling Framework for Game Design

£46.99

ISBN:
9781498781503
Publication Date:
17 Jan 2017
Language:
English
Publisher:
Taylor & Francis Inc
Imprint:
Productivity Press
Pages:
192 pages
Format:
Paperback
For delivery:
Estimated despatch 23 May 2024
Interactive Stories and Video Game Art: A Storytelling Framework for Game Design

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

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.

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