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This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding
This essay examines the primacy of worldbuilding in the age of CGI, transmedia practices and "high concept" fiction by studying the principles that govern the creation of a multiverse in a wide range of film and TV productions. Emphasis is placed on Hollywood sci-fi movies and their on-screen representation of imaginary machines that mirror the film medium, following in the tradition of Philip K. Dick's writings and the cyberpunk culture. A typology of worlds is established, as well as a number of analytical tools for assessing the impact of the coexistence of two or more worlds on the narrative structure, the style (uses of color, editing practices), the generic affiliation (or hybridity), the seriality and the discourse produced by a given film (particularly in fictions linked to post-9/11 fantasies). Among the various titles examined, the reader is offered a detailed analysis of the Resident Evil film series, Total Recall and its remake, Dark City, the Matrix trilogy, Avatar, Source Code and other time-loop films, TRON and its sequel, Christopher Nolan's Tenet, and several TV shows – most notably HBO's Westworld, but also Sliders, Lost, Fringe and Counterpart.
Bachelor Thesis from the year 2023 in the subject English Language and Literature Studies - Other, grade: 1,3, University of Stuttgart (Institut für Literaturwissenschaft Englische Literaturen), course: American Superhero Comics, language: English, abstract: The bachelor thesis "Visual Worldbuilding in Alan Moore and Dave Gibbons' Watchmen" takes a close look at graphic novel's visual motifs, visual settings, real-world references. It examines how they enhance the story's characters, plot development, and major themes. It furthermore analyzes the graphic novel's high level of detail and meticulous world-building through text and visuals. From the Avengers of the Marvel Cinematic Universe through The Boys on Amazon Prime Video to the DC League of Super-Pets – today, superheroes in any shape or form rule the entertainment industry. Throughout the past few years, movie programs and box offices around the world have been dominated by superhero movies, countless seasons of superhero TV series have been binged by millions every week, and innumerable superhero-related merchandise items have been sold to children and adults alike. Unfazed by a predominantly digitalized world, even the superhero comic book and graphic novel industry has been steadily growing and is projected to continue doing so ("Comic Book Sales"). Historically, there is one comic that is considered to have set the tone and pave the way for the genre's development and status of today: Alan Moore and Dave Gibbons' Watchmen – a twelve-issue limited series published monthly by DC Comics between 1986 and 1987 and merged later into a single graphic novel in 1987. According to the BBC, the release of Watchmen was the "moment comic books grew up" and when the public's views on the art form "changed" (Barber). Watchmen's status as a revolutionary piece of literature is further perpetuated in TIME magazine's list of the 100 best English-language novels published since 1923. There, Watchmen sticks out as the stand-alone graphic novel being listed among literary classics such as To Kill a Mockingbird, The Great Gatsby, Animal Farm, and Lord of the Flies (Grossman). In any case, Watchmen's spot on the list is justified because the graphic novel is not a classic good-versus-evil, superhero-versus-villain comic story but rather a hybridity of genres that includes characteristics such as those of a murder mystery and detective story while incorporating elements of science fiction, dystopian fiction, and psychological realism. Moreover, writer Alan Moore created 'superhero' characters that are not impeccable, morally upright, and two-dimensional, but rather three-dimensional characters with flawed personalities and personal problems.
The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.
Want to create diverse civilisations for your world, but don’t know where to start? Need help designing societies that feel real and vibrant? Forging Worlds provides clear and insightful information to help you shape unique societies for your world. This mini guide offers a deep dive into the creation of distinct civilisations, helping you craft cultures that feel authentic and alive.This guide will help you to: - Understand how environments, values, and power dynamics shape different societies - Design civilisations, from nomadic tribes to powerful city-states, that stand out in your world - Explore the unique challenges and opportunities each type of society faces - Build cultures rooted in their histories, beliefs, and politics Discover the key elements that make fantasy civilisations feel real and engaging. With this concise guide, you’ll gain the knowledge to craft vibrant societies that breathe life into your story. Get Forging Worlds today, and start building civilisations that will shape the future of your world.
This book covers a large range of topics, including but not limited to: depth vs breadth worldbuilding style, the design of natural laws for universes, geographical features, flora and fauna, materials, settings and genres, in-universe art and architecture, relationships between characters and civilizations, cultural traditions, governmental systems, currency and trade, guides on naming various features of a world, constructed languages, and how to receive and handle feedback as a creator. The book contains judicious examples from all types of media, and a chapter showing the results of my worldbuilding in relation to the book's content. For authorship, explanations are given in the context of a creator looking to build a world of fiction for any medium. It explores how the environments they create can improve their ability to drive a narrative, write compelling plots, and characters that interact with that world. The book is written with an educational slant, and gives a lot of technical information about why things in our world are the way they are, and how best to apply the research you do to inspire new creations.
Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the video game industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Kristen Finley, PhD, Ann Lemay, and Jennifer Brandes Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees to help readers make the switch from writing prose or screenplay to interactive. Thoroughly revised, the Second Edition includes updated content reflecting the industry’s latest developments. In addition to revised and updated chapters, this new edition features two additional chapters covering more advanced topics that are applicable to the lessons learned from the original chapters. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects.
In fantastic worlds like Gondor, Westeros, Ankh-Morpork, Waterdeep, and Hogsmeade, the societies that inhabit them play important roles in capturing the feel of their settings. Societies create characters and plots, provide space for action, and reflect history. Building vibrant and interesting societies is a core element of worldbuilding in the fantasy genres. This guide walks the reader through different aspects of societies to help construct fictional worlds with greater ease. Examples of societies built by numerous authors in the fantasy, urban/modern fantasy, and paranormal romance genres are interwoven to illustrate concepts. Throughout, this book is descriptive and suggestive rather than prescriptive, and is intended to inform as well as inspire the worldbuilder.
With contributions from a distinguished group of world-builders, including academics, writers, and designers, this anthology of essays describes the process and discusses the nature of subcreation and the construction of worlds. From Oz to MUD, Walden to Rockall, all the worlds featured in this volume share one thing in common: they began in someone’s imagination, grew from there, and became worlds built with the assistance of multiple authors and a variety of different ideas and media, including designs, imagery, sound, music, stories, and more. The book examines this development, with examples and discussions pertaining to the process and the final product of the building of imaginary worlds, including some transmedial worlds. World-Builders on World-Building is a fascinating deep dive into the practical problems of world-building as well as its theoretical aspects. It is ideal for students, scholars, and even practitioners interested in media studies, game studies, subcreation studies, franchise studies, transmedia studies, and pop culture.
Do you want to write fiction, but don’t understand how to begin the process? Are you intimidated by ‘real writers’ who already have books on the market? No matter what experience you have (or lack), Write the Perfect Read will take you through each step of story creation and break it down into easy-to-understand instructions with fun examples from both the book and the film industries. Are you ready to take the next step in your career and write a novel? This comprehensive, succinct guide to writing fiction will teach you to employ the two triangles of writing in less than two hours. In this book you will learn: -How to create a compelling and relatable character -The foolproof formula for plot -Never to underestimate the power of setting -What writers are made of and how they can improve their skills and methods -How to fully engage the reader based on brain science, product expectations, and emotional connection -How to navigate through the intimidating world of book services (developmental editing, copyediting, proofreading, and formatting) -The options you have for publishing, and the pros and cons of each type It’s time to write the book that’s been in your heart. Download a sample or purchase your copy now and get writing.