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Written to help fantasy and science fiction storytellers, game designers, gamers, and hobbyists, Cultures and Beyond (The Art of World Building, #3) is a how-to guide for filling an imaginary world with fascinating societies. It includes chapters on creating cultures, calendars, monetary systems, military groups, religions, the supernatural, systems of magic, magic items, names, and more. You'll also learn how to leverage real world cultures while making them seem original. Even those who've never invented a world will soon be masters as the authors decades of experience walk you through using pre-made templates that make world building faster, better, and easier to complete.Understand how to use analogues to quickly build unique societies based on Earth. Invent interesting crimes and punishments that involve imaginary creatures or technologies. Create currencies for different places while keeping them easy for your audience to fathom. Master the art of creating naming styles for different societies. Fashion new military groups in gritty detail. Dream up sensible rules for magic, its practitioners, the supernatural and what happens when things go wrong. Learn what kind of files you'll need to create, how to organize them, and get jump started with the free templates you'll use again and again.Cultures and Beyond is the third volume in The Art of World Building, the only multi-volume series of its kind. Readers will learn how much world building to do for each scenario they encounter and whether the effort will be rewarding for them and their audience.
The Art of World Building Workbook: Sci-Fi Edition is designed to inspire world builders to write down their ideas in a physical book that can be taken wherever they go. Filled with writing prompts and plenty of room to expand, it covers the aspects of world building that the series it is based on, including: the universe, solar systems, planets and moons, continents, land features, sovereign powers, settlements, interesting places, history, species/races, plants, animals, monsters, world figures, maps, cultures, religions, items, military groups, organizations, advanced technologies like A.I. and spacecraft, and additional systems such as education, information, health, legal, and more.
From wondrous fairy-lands to nightmarish hellscapes, the elements that make fantasy worlds come alive also invite their exploration. This first book-length study of critically acclaimed novelist Patricia A. McKillip's lyrical other-worlds analyzes her characters, environments and legends and their interplay with genre expectations. The author gives long overdue critical attention to McKillip's work and demonstrates how a broader understanding of world-building enables a deeper appreciation of her fantasies.
World Building represents the state-of-the-discipline in worlds-based approaches to discourse, collected together for the first time. Over the last 40 years the 'text-as-world' metaphor has become one of the most prevalent and productive means of describing the experiencing of producing and receiving discourse. This has been the case in a range of disciplines, including stylistics, cognitive poetics, narratology, discourse analysis and literary theory. The metaphor has enabled analysts to formulate a variety of frameworks for describing and examining the textual and conceptual mechanics involved in human communication, articulating these variously through such concepts as 'possible worlds', 'text-worlds' and 'storyworlds'. Each of these key approaches shares an understanding of discourse as a logically grounded, cognitively and pragmatically complex phenomenon. Discourse in this sense is capable of producing highly immersive and emotionally affecting conceptual spaces in the minds of discourse participants. The chapters examine how best to document and analyze this and this is an essential collection for stylisticians, linguists and narrative theorists.
WORLDBUILDING: Gaming and Art in the Digital Age examines the relationship between gaming and time-based media art. It is the first transgenerational show of this scope to survey how contemporary artists world-wide are appropriating the aesthetics and technology of gaming as their form of expression. Commissioned by the Julia Stoschek Foundation and curated by Hans Ulrich Obrist, the exhibition features works by more than 50 artists, including Rebecca Allen, Cory Arcangel, LaTurbo Avedon, Meriem Bennani, Ian Cheng, Cao Fei, Harun Farocki, Porpentine Charity Heartscape, Pierre Huyghe, Rindon Johnson, KAWS, Sondra Perry, Jacolby Satterwhite, Sturtevant, and Suzanne Treister. This catalogue is conceptualized as a future standard reference in the field in close collaboration with Hans Ulrich Obrist. In addition to texts by contemporary theorists, curators, and critics on the individual works, a series of newly commissioned contributions will investigate various perspectives on the intersection of gaming and time-based media art. This playfully designed volume features rounded edges, a screen-printed PVC dust jacket and kiss-cut stickers showing a range of different digital avatars.
The Art of World Building Workbook: Fantasy Edition covers the universe, solar systems, planets, continents, kingdoms, settlements, species/races, plants, animals, monsters, cultures, magic systems, religions, items, organizations, and more.
The original, complete, user-friendly introduction to natural building, now fully revised and updated The popularity of natural building has grown by leaps and bounds, spurred by a grassroots desire for housing that is healthy, affordable, and environmentally responsible. While there are many books available on specific methods such as straw-bale construction, cob, or timber framing, there are few resources which introduce the reader to the entire scope of this burgeoning field. Fully revised and updated, The Art of Natural Building is the complete and user-friendly introduction to natural building for everyone from the do-it-yourselfer to architects and designers. This collection of articles from over fifty leaders in the field is now stunningly illustrated with over two-hundred full-color photographs of natural buildings from around the world. Learn about: The case for building with natural materials, from the perspectives of sustainability, lifestyle, and health What you need to know to plan and design your own beautiful and efficient natural home Explanations of thirty versatile materials and techniques, with resources on where to go for further information on each How these techniques are being used to address housing crises around the world. Clearly written, logically organized, and beautifully illustrated, The Art of Natural Building is the encyclopedia of natural building. Joseph F. Kennedy is a designer, builder, writer, artist, educator, and co-founder of Builders Without Borders. Michael G. Smith is a respected workshop instructor, consultant, and co-author of the best-selling book The Hand-Sculpted House . Catherine Wanek is a co-founder of Builders Without Borders and author/photographer of The Hybrid House and The New Straw Bale Home .
“Create the digital games you love to play.” Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition. Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, this book gives you the skills and tools necessary to create a compelling and engaging game. This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.
"AI: Teach Me How to Write a Book - 2nd Edition" is a comprehensive guide designed for writers at all levels to harness the capabilities of Artificial Intelligence in creative writing. This book offers a deep dive into the integration of AI tools with traditional writing practices, aimed at enhancing creativity, improving narrative structure, and optimizing the writing process across various genres. Key Features AI Tools and Techniques: The book introduces readers to a variety of AI tools that can assist in plot generation, character development, and emotional depth. It discusses how these tools can serve as co-creators, helping you, the writer, to generate ideas, overcome creative blocks, and refine their narratives. Practical Application: Each chapter is structured to provide actionable advice on how to apply AI in real-world writing scenarios. This includes prompts, how-to guides, and step-by-step instructions on getting AI to collaborate in everything from drafting dialogues to world-building. Genre-Specific Writing Assistance: The content is tailored to address the specific needs of different genres, including science fiction, fantasy, romance, and historical fiction, ensuring that the guidance is relevant and applicable to a your specific field. Balancing AI and Human Creativity: A significant focus is placed on maintaining your voice in control and ensuring that AI complements rather than overrides the human creative process. This is crucial if you are concern about the authenticity and originality of your work. Ethical Considerations: The book also explores the ethical implications of using AI in writing, discussing topics like authorship, originality, and the responsible use of AI tools. Structure The publication, 600+ long, is divided into several key sections, each focusing on different aspects of AI-assisted writing: Introduction to AI in Writing: This part covers the basics of AI technologies and sets the stage for their application in creative writing. Developing Characters and Plot with AI: Detailed chapters discuss how AI can aid in developing complex characters and intricate plots, with tools for emotional analysis and dynamic storytelling. Enhancing Dialogue and Narrative: The book offers strategies for using AI to craft realistic dialogue and maintain narrative coherence, providing examples of how AI can enhance narrative depth and reader engagement. World-Building: Extensive guidelines on using AI to create vivid, immersive worlds, especially in genres like fantasy and science fiction where detailed world-building is pivotal. Specialized Applications: Separate areas of the book address the use of AI in specific genres, providing tailored advice for crafting genre-specific narratives and character archetypes. Practical Exercises and Prompts: Throughout the book, readers are encouraged to engage with practical exercises and AI-generated prompts to practice the skills discussed. In few words The publication concludes with a look at the future of AI in writing, discussing upcoming trends and how you can stay ahead of the curve. It emphasizes continuous learning and adaptation, encouraging us to evolve with technology while staying true to their creative vision. "AI: Teach Me How to Write a Book - 2nd Edition" is ideal for aspiring and experienced writers like you, interested in integrating technology into their creative process. It is also useful for educators and students in creative writing courses seeking to understand the intersection of technology and literature. This detailed guide combines theoretical insights with practical advice, making it a valuable resource for anyone looking to explore the possibilities of AI in enhancing the art of writing.
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.