In an industry that can seem like itâ s stacked against a game writerâ s professional survival, knowing how to navigate the choppy waters of building schedules, interfacing with other team members, getting actionable feedback and putting yourself in a position to do your best work without killing yourself is vital information.
In an industry that can seem like itâ s stacked against a game writerâ s professional survival, knowing how to navigate the choppy waters of building schedules, interfacing with other team members, getting actionable feedback and putting yourself in a position to do your best work without killing yourself is vital information.
A 25-year veteran of the video game industry, Richard Dansky has written for franchises, including The Division, Assassin's Creed, Far Cry, and Splinter Cell. He has published eight novels and two short story collections and was a key contributor to the classic TTRPG setting The World of Darkness. Widely regarded as a leading expert on game narrative and writing, he is currently the Narrative Director at Romero Games. Richard lives in North Carolina.
Inhaltsangabe
1. Chapter One: The Dreaded Introduction 2. Chapter Two: Why People Think Game Writing Sucks And Why They Are Almost Always Wrong 3. Chapter Three: What Is A Game Writer? Brutal Realities of the Job 4. Chapter Four: The Unique Things That Go Into Game Writing and Nothing Else - The Player-Shaped Hole Barks and Letting Go 5. Chapter Five: Tips Tricks and Techniques - Things That Will Make You a Better Game Writer 6. Chapter Six: Dansky's Three Laws of Game Writing 7. Chapter Seven: The Game Writer On the Team - What You Actually Do versus What They Think You Do 8. Chapter Eight: Breaking In and Finding the Next Gig 9. Chapter Nine: Working With Other Disciplines 10. Chapter Ten: What Is It Good For - Teaching Others the Value of Game Writing 11. Chapter Eleven: The Value of Internal PR and Techniques For Doing It 12. Chapter Twelve: Idea Generation and Narrative Integrity 13. Chapter Thirteen: Feedback - Giving It Taking It Training Others to Do It Right 14. Chapter Fourteen: Loops and Boundaries 15. Chapter Fifteen: Leveraging Production 16. Chapter Sixteen: Dealing With the Negatives 17. Chapter Seventeen: How They Will Try to Screw You 18. Chapter Eighteen: Raising Up the Next Generation and Keeping the Old One From Fossilizing 19. Chapter Nineteen: Building Your Name Keeping Your Credits 20. Chapter Twenty: It Ain't Easy But It Just Might Be Worth It
1. Chapter One: The Dreaded Introduction 2. Chapter Two: Why People Think Game Writing Sucks And Why They Are Almost Always Wrong 3. Chapter Three: What Is A Game Writer? Brutal Realities of the Job 4. Chapter Four: The Unique Things That Go Into Game Writing and Nothing Else - The Player-Shaped Hole Barks and Letting Go 5. Chapter Five: Tips Tricks and Techniques - Things That Will Make You a Better Game Writer 6. Chapter Six: Dansky's Three Laws of Game Writing 7. Chapter Seven: The Game Writer On the Team - What You Actually Do versus What They Think You Do 8. Chapter Eight: Breaking In and Finding the Next Gig 9. Chapter Nine: Working With Other Disciplines 10. Chapter Ten: What Is It Good For - Teaching Others the Value of Game Writing 11. Chapter Eleven: The Value of Internal PR and Techniques For Doing It 12. Chapter Twelve: Idea Generation and Narrative Integrity 13. Chapter Thirteen: Feedback - Giving It Taking It Training Others to Do It Right 14. Chapter Fourteen: Loops and Boundaries 15. Chapter Fifteen: Leveraging Production 16. Chapter Sixteen: Dealing With the Negatives 17. Chapter Seventeen: How They Will Try to Screw You 18. Chapter Eighteen: Raising Up the Next Generation and Keeping the Old One From Fossilizing 19. Chapter Nineteen: Building Your Name Keeping Your Credits 20. Chapter Twenty: It Ain't Easy But It Just Might Be Worth It
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