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Against the backdrop of a hyper-competitive AAA industry and the perception that it is a world reserved for top programmers and hard-core 'gamers', Story Mode offers an accessible entry-point for all into writing and designing complex and emotionally affecting narrative video games. The first textbook to combine game design with creative writing techniques, this much-needed resource makes the skills necessary to consume and create digital and multi-modal stories attainable and fun. Appealing to the growing calls for greater inclusivity and access to this important contemporary apparatus of expression, this book offers low-cost, accessible tools and instruction that bridge the knowledge gap for creative writers, showing them how they can merge their skill-set with the fundamentals of game creation and empowering them to produce their own games which push stories beyond the page and the written word. Broken down into 4 sections to best orientate writers from any technological background to the strategies of game production, this book offers: - Contextual and introductory chapters exploring the history and variety of various game genres. - Discussions of how traditional creative writing approaches to character, plot, world-building and dialogue can be utilised in game writing. - An in-depth overview of game studies concepts such as game construction, interactivity, audience engagement, empathy, real-world change and representation that orientate writers to approach games from the perspective of a designer. - A whole section on the practical elements of work-shopping, tools, collaborative writing as well as extended exercises guiding readers through long-term, collaborative, game-centred projects using suites and tools like Twine, Audacity, Bitsy, and GameMaker. Featuring detailed craft lessons, hands-on exercises and case studies, this is the ultimate guide for creative writers wanting to diversify into writing for interactive, digital and contemporary modes of storytelling. Designed not to lay out a roadmap to a successful career in the games industry but to empower writers to experiment in a medium previously regarded as exclusive, this book demystifies the process behind creating video games, orienting readers to a wide range of new possible forms and inspiring them to challenge mainstream notions of what video games can be and become.
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“Uncle Aron’s compliments, which hadn’t changed since the days of the Bible, didn’t sound so great. One time, he told my mother that she was ‘awesome like an army with flags.’ Another time, he informed her that ‘your nose is like the tower of Lebanon." Meet the village it took to raise Gil Hovav – colorful aunts and uncles hailing from one of the most respected lineages in the Jewish world (Hovav is the great-grandson of Eliezer Ben-Yehuda, the reviver of the Hebrew language). This book includes twenty-two funny and heart-warming stories awash with love and longing for the people who raised one skinny and cross-eyed Jerusalemite boy to love poor-man’s food, to love proper Hebrew and, most importantly, to love people. The nostalgic writing is dished up with more than twenty delicious family recipes with the seal of approval from Gil Hovav, the man who has played a major role in the remaking of Israeli cuisine and the transformation of Israel from a country of basic traditional foods into a “gourmet nation”. Readers get to chuckle at Hovav’s amusing recollections and salivate over his family recipes for sweet sour chorba tomato soup and his Aunt Levana’s eggplant and feta bourekas. If you’ve ever wondered how to make hilbeh or slow-cooked eggs (or if you’re simply itching to expand your culinary repertoire), this book is for you. As wholesome and warming as a homecooked meal, Candies from Heaven will appeal to anyone who treasures good food and relationships built on love. Dig in, dear readers, pleasure is served.
'He is a Chekhov of our time: holding his characters with as much humanity, compassion, humor and love - but without holding back his scathing indictment of deeply entrenched, systemic injustices and inequities.' - David Schwimmer The Inequalities combines three plays from British author and director Alexander Zeldin into a trilogy that tells new stories of love, compassion and resilience for our time of austerity. Contextualised with an essay before each play and an in-depth interview with the author, Zeldin's three pieces present intimate stories of work, home and community in a radical form of realism. Written after extensive research across the United Kingdom, and involving people affected by the central themes of the plays, The Inequalities goes beyond social chronicle, achieving a timeless portrait of humanity under duress. This is theatre that goes behind the mirror of our time to reveal the core of the collective human experience of being alive. Beyond Caring: “This desolate, quietly intense devised drama gets under your skin and into your bones... unforgettable.” (The Times) LOVE: "Gripping, amusing, uncomfortable, desperately moving. Zeldin shows us friction...but also kindness and dignity and lots of love without turning sugary." (The Times) Faith, Hope and Charity: "This is that rare thing: a necessary play that suggests Zeldin has taken on the role of the Victorian Henry Mayhew in compassionately documenting the lives of the urban poor." (The Guardian)
In Nimrods, Kawika Guillermo chronicles the agonizing absurdities of being a newly minted professor (and overtired father) hired to teach in a Social Justice Institute while haunted by the inner ghosts of patriarchy, racial pessimism, and imperial arrogance. Charged with the “personal is political” mandate of feminist critique, Guillermo honestly and powerfully recounts his wayward path, from being raised by two preachers’ kids in a chaotic mixed-race family to his uncle’s death from HIV-related illness, which helped prompt his parents' divorce and his mother’s move to Las Vegas, to his many attempts to flee from American gender, racial, and religious norms by immigrating to South Korea, China, Hong Kong, and Canada. Through an often crass, cringey, and raw hybrid prose-poetic style, Guillermo reflects on anger, alcoholism, and suicidal ideation—traits that do not simply vanish after one is cast into the treacherous role of fatherhood or the dreaded role of professor. Guillermo’s shameless mixtures of autotheory, queer punk poetry, musical ekphrasis, haibun, academic (mis)quotations, and bad dad jokes present a bold new take on the autobiography: the fake-punk self-hurt anti-memoir.
Grounded in wonder and fueled by an impulse to praise, the poems in James Davis May's debut collection, Unquiet Things, grapple with skepticism, violence, and death to generate lasting insights into the human experience. With compassion and humor, this second and final volume in Claudia Emerson's Goat Island Poets series exposes the unseen tragedies and rejoices in the small, surprising moments of grace in everyday life. May's poems impart sincere astonishment at the natural world, where experiences of nature serve as "stand-ins, almost, / for grace." His poems seek to transcend cynicism, turning often to the landscapes of North Georgia, his native Pittsburgh, and eastern Europe, as well as to his literary forebears, for guidance. For the poet, no force propels that transcendence more powerfully than love: love for his wife and daughter, love for language, and love for the incomprehensible world that he inhabits. These stylistically varied poems are by turns conversational, earnest, self-deprecating, meditative, and often funny, whether they're discussing grand themes such as love and beauty, or more corporeal subjects like fever and food poisoning. Lyrical and strange, tragic and amusing, Unquiet Things traces an experiential journey in the ordinary world, uncovering joys that span from the lingering memories of childhood to the losses and triumphs of adulthood.
*Shortlisted for the British Book Design and Production Award for Graphic Novels* 'A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games. For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction' The Scotsman A thrilling illustrated journey through the history of video games and what they really mean to us Pac-Man. Mario. Minecraft. Doom. Ever since he first booted up his brother's dusty old Atari, comic artist Edward Ross has been hooked on video games. Years later, he began to wonder: what makes games so special? Why do we play? And how do games shape the world we live in? This lovingly illustrated book takes us through the history of video games, from the pioneering prototypes of the 1950s to the modern era of blockbuster hits and ingenious indie gems. Exploring the people and politics behind one of the world's most exciting art-forms, Gamish is a love letter to something that has always been more than just a game.
In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center. Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang
The genre of adventure games is frequently overlooked. Lacking the constantly-evolving graphics and graphic violence of their counterparts in first-person and third-person shooters or role-playing games, they are often marketed to and beloved by players outside of mainstream game communities. While often forgotten by both the industry and academia, adventure games have had (and continue to have) a surprisingly wide influence on contemporary games, in categories including walking simulators, hidden object games, visual novels, and bestselling titles from companies like Telltale and Campo Santo. In this examination of heirs to the genre's legacy, the authors examine the genre from multiple perspectives, connecting technical analysis with critical commentary and social context. This will be the first book to consider this important genre from a comprehensive and transdisciplinary perspective. Drawing upon methods from platform studies, software studies, media studies, and literary studies, they reveal the genre's ludic and narrative origins and patterns, where character (and the player's embodiment of a character) is essential to the experience of play and the choices within a game. A deep structural analysis of adventure games also uncovers an unsteady balance between sometimes contradictory elements of story, exploration, and puzzles: with different games and creators employing a multitude of different solutions to resolving this tension.