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Writing for animation, comics & games

Title
Writing for animation, comics & games / Christy Marx.
ISBN
0080466575
9780080466576
9781136144462
1136144463
9780240805825
0240805828
0240805828
9780240805825
Published
Amsterdam ; Boston : Focal Press, ©2007.
Physical Description
1 online resource (xxi, 226 pages) : illustrations
Local Notes
Access is available to the Yale community.
Access and use
Access restricted by licensing agreement.
Summary
Writing for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration. * Career rules of-the-road for comics, computer games, and animation ... from an insider's perspective * Written for beginners and professionals alike * Authored by a distinguished writer, whose credits include X-Men Evolution, Teenage Mutant Ninja Turtles, and Lord of the Rings.
Variant and related titles
O'Reilly Safari. OCLC KB.
Other formats
Print version: Marx, Christy. Writing for animation, comics & games. Amsterdam ; Boston : Focal Press, ©2007
Format
Books / Online
Language
English
Added to Catalog
August 28, 2023
Bibliography
Includes bibliographical references (pages 211-215) and index.
Contents
ANIMATION/COMICS/GAMES:
History/Evolution of the art form: Genres and Categories, Where I'm Coming From; The Basics: Terms and Nomenclature, The Script Format, Beyond the Basics (advice, tips and tricks); Breaking & Entering: Ways to Break In, Location, Agents, Unions & Organizations, Books and Links.
ANIMATION : Ch. 1: History/evolution of animation ; Genres & categories ; Alternate forms of animation ; Ch. 2: Terminology ; Script terms and examples ; Other animation terms
Ch. 3: The basics: The animation process ; The script process ; The script format ; The differences [between animation and live-action scripts] ; Working out act breaks ; The 3d script vs. the 2d script ; Restrictions breed creativity ; Other things you may be expected to do ; Scriptwriting software ; The animated feature film ; Beyond the basics (advice, tips, and tricks)
Ch. 4: Breaking & entering, Breaking into television animation, Breaking into feature animation ; Getting an agent ; Getting paid ; Unions & organizations ; Location location location
COMIC BOOKS : Ch. 5: History/evolution of the comic book ; Genres & categories
Ch. 6: The basics: What is a comic book ; Terminology ; the comic book script ; The script format ; Beyond the basics (advice, tips, and tricks) ; Comic book script samples
Ch. 7: Breaking & entering ; Create your own comic ; Copyright & ownership ; Getting an agent ; Getting paid ; Unions & organizations ; Location location location
VIDEOGAMES : Ch. 8: History/evolution of videogames ; Videogame categories ; Alternative markets
Ch. 9: Writing vs. design ; Videogames & Hollywood ; Terminology ; Fundamentals of game design ; Game structure ; More things you need to know
Ch. 10: The basics: The script format ; FMV/game trailers ; Design document ; Game bible ; Quests or missions ; Cutscenes and cinematics ; Dialogue ; In-game text ; Technical material or game manual ; Website and promotional materials ; Beyond the basics (advice, tips, and tricks)
Ch. 11: Breaking & entering ; Publishers and developers ; Getting paid ; Location location location ; Agents ; Unions and organizations.
Citation

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