Character Development and Storytelling for Games

Front Cover
Course Technology, 2014 - 538 pages
Introduction. Part I. BACKGROUND. 1. Myths and Equations. 2. The Story Remains the Same. Part II. CREATING CHARACTERS. 3. Respecting Characters. 4. Character Roles. 5. Character Traits. 6. Character Encounters. Part III. TELLING STORY. 7. Once Upon a Time. 8. Respecting Story. 9. Bringing the Story to Life. 10. Games: charting new territory. 11. Story anatomy. 12. Editing. 13. The Roots of a New Storytelling. 14. Modular Storytelling. Part IV. GAMES PEOPLE PLAY TODAY. 15. Game Types 16. Game genres. 17. Bringing MMOs to life. 18. Enabling story in Virtual Worlds. 19. Game platformes. 20. Games without platformes. Part V. REFLECTIONS. 21. The Responsible Writer. Part VI. APPENDIX (online). Appendix . Opinionated Bibliography. Index

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About the author (2014)

Lee Sheldon is associate professor and co-director of the Games and Simulation Arts and Sciences program at Rensselaer Polytechnic Institute. He has written and designed over 20 commercial video games and MMOs. His book Character Development and Storytelling for Games is required reading for many game developers and in gamedesign programs at some of the world's most distinguished universities. Lee is a contributor to several books on video games, including Well-Played 2.0 from Carnegie-Mellon's ETC, Writing for Video Game Genres from the IGDA, and Game Design: An Interactive Experience and Second Person.He is cited in many publications, and he is a regular lecturer and consultant on game design and writing in the U.S. and abroad.

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