Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It’s an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators—from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.
Published for the first time ever, Drawn to Life is a two volume collection of the legendary lectures from long-time Disney animator Walt Stanchfield. For over twenty years, Walt helped breathe life into the new golden age of animation with these teachings at the Walt Disney Animation Studios and influenced such talented artists as Tim Burton, Brad Bird, Glen Keane, and John Lasseter. These writings represent the quintessential refresher for fine artists and film professionals, and it is a vital tutorial for students who are now poised to be part of another new generation in the art form.
Written by Walt Stanchfield (1919-2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films like Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.
Edited by Academy Award®-nominated producer Don Hahn, who has prduced such classic Disney films as Beauty and the Beast and The Lion King.
This second edition has been thoroughly updated. It is the first book to offer in-depth coverage of Processing 2.0 and 3.0, and all examples have been updated for the new syntax. Every chapter has been revised, and new chapters introduce new ways to work with data and geometry. New "synthesis" chapters offer discussion and worked examples of such topics as sketching with code, modularity, and algorithms. New interviews have been added that cover a wider range of projects. "Extension" chapters are now offered online so they can be updated to keep pace with technological developments in such fields as computer vision and electronics.
InterviewsSUE.C, Larry Cuba, Mark Hansen, Lynn Hershman Leeson, Jürg Lehni, LettError, Golan Levin and Zachary Lieberman, Benjamin Maus, Manfred Mohr, Ash Nehru, Josh On, Bob Sabiston, Jennifer Steinkamp, Jared Tarbell, Steph Thirion, Robert Winter
New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end
Companion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for months
Completely updated gallery allows the reader to build on various models
The book is divided into core elements of digital painting providing beginner, improver and advanced techniques to ensure progression and relevance to all skill levels, making it ideal for beginners and essential for more experienced digital painters. This is the ultimate tool to help emerging CG artists get started with digital painting, and help advanced CG artists improve their digital painting techniques.
The Pocket Lawyer for Comic Book Creators is designed to help emerging artists and veteran professionals in the comic book industry build a solid foundation of business and communication practices that they need to thrive in today's ever-changing, uncertain world of indie comics. Readers will learn to protect their copyrights, negotiate publishing deals, hire artists so everyone wins, and learn the ins and outs of key contracts with this helpful resource.
If you’re an animator, illustrator, comic book artist, game artist or anything in between, you need to be able to create images that accurately and realistically show space, dimension and form. Simplifying Perspective is the one and only guide that thoughtfully and clearly breaks down the principles of perspective into something that’s easy to understand and use. With approachable lessons and clear visual step-by-step instruction, Robert Pastrana provides you with powerful techniques that help you turn a troubled drawing into a living, breathing, dimensional scene.
With Simplifying Perspective, you’ll never have to wade through dense, complex technical manuals again – this comprehensive guide to perspective is tailored specifically for artists who need to learn the ins and outs of one, two, and three-point perspective, measuring, shadows, reflections, and more. Simplifying Perspective presents complex drawing concepts in an easy-to-follow, approachable manner so you can finally learn the essentials of perspective without the anticipated frustration.
Provides clarity, depth, and a wealth of examples – this is your must-have guide to understanding and using linear perspective
Detailed visual instruction includes hundreds of color coded, step-by-step diagrams that allow you to easily follow the technical process of each construction
Comprehensive companion website includes additional resources on perspective with a range of work to help further your skills
From menus to modeling, lipsync to lighting, How to Cheat in Maya 2013 covers all of the methods available in the latest version of Maya. Get up to speed quickly and produce stellar results with these insider workflows. With new, updated cheats for the latest version of Maya, "How to Cheat in Maya" is an essential guide for amateur and professional 3D animators alike. Fulyl updated with gold-mine coverage including: expanded sections on production workflow, all new chapters covering rigging cheats and Maya's referencing tools, and brand new project files demonstrating production-proven techniques.
The companion website includes complete scene files for exercises and techniques, extra rigs, Quicktime movies of full projects, and video tutorials.
Enhance a poignant scene by choosing to animate the scenic background in 2D while the main character is brought to life with 3D techniques. Balance the budget demands of a project by choosing to integrate a 2D or 3D asset to save time and expense. Choose which medium Hybrid Animation, learn the systematic development of the 2D and 3D assets and the issues surrounding choices made during the creative process.
Sparking a flurry of heated debate, Hannah Arendt’s authoritative and stunning report on the trial of German Nazi leader Adolf Eichmann first appeared as a series of articles in The New Yorker in 1963. This revised edition includes material that came to light after the trial, as well as Arendt’s postscript directly addressing the controversy that arose over her account. A major journalistic triumph by an intellectual of singular influence, Eichmann in Jerusalem is as shocking as it is informative—an unflinching look at one of the most unsettling (and unsettled) issues of the twentieth century.
Full color illustrations display the scripts and the resulting effects, pickwhip techniques, and sequential animations. Downloadable companion files include Quicktime movies of the demo animations, and AE project files that permit you to examine the Expressions. Extensive notes are provided to aid you in implementing the extensive library of Expressions available for your use on Adobe LiveDocs.
Award-winning animator Tony White brings you the ultimate book for digital animation. Here you will find the classic knowledge of many legendary techniques revealed, paired with information relevant to today's capable, state-of-the-art technologies.
White leaves nothing out. What contemporary digital animators most need to know can be found between this book's covers - from conceptions to creation and through the many stages of the production pipeline to distribution. This book is intended to serve as your one-stop how-to animation guide. Whether you're new to animation or a very experienced digital animator, here you'll find fundamentals, key classical techniques, and professional advice that will strengthen your work and well-roundedness as an animator.
Speaking from experience, White presents time-honored secrets of professional animaton with a warm, masterly, and knowledgeable approach that has evolved from over 30 years as an award-winning animator/director.
The book's enclosed CD-Rom presents classic moments from animation's history through White's personal homage to traditional drawn animation, "Endangered Species." Using movie clips and still images from the film, White shares the 'making of' journal of the film, detailing each step, with scene-by-scene descriptions, technique by technique. Look for the repetitive stress disorder guide on the CD-Rom, called, "Mega-hurts." Watch the many movie clips for insights into the versatility that a traditional, pencil-drawn approach to animaton can offer.
Best of all, it practices what it preaches, using a graphic novel format to demonstrate the professional visual storytelling techniques you need to know.
"Jews and the American Slave Trade "dissects the questionable historical technique employed in "Secret Relationship, "offers a detailed response to Farrakhan's charges, and analyzes the impetus behind these charges. He begins with in-depth discussion of the attitudes of ancient peoples, Africans, Arabs, and Jews toward slavery and explores the Jewish role hi colonial European economic life from the Age of Discovery tp Napoleon. His state-by-state analyses describe in detail the institution of slavery in North America from colonial New England to Louisiana. Friedman elucidates the role of American Jews toward the great nineteenth-century moral debate, the positions they took, and explains what shattered the alliance between these two vulnerable minority groups in America.
Rooted in incontrovertible historical evidence, provocative without being incendiary, "Jews and the American Slave Trade "demonstrates that the anti-slavery tradition rooted in the Old Testament translated into powerful prohibitions with respect to any involvement in the slave trade. This brilliant exploration will be of interest to scholars of modern Jewish history, African-American studies, American Jewish history, U.S. history, and minority studies.
The strength of this book is that it teaches all of the important game modeling elements of 3ds Max: character modeling, environment modeling, mapping. The book covers how to model, texture and animate credible game characters and levels using 3ds max. As readers move from tutorial to tutorial, they will be building their own portfolio of high quality work.
The DVD contains countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months; Features:
-step-by-step project files for each chapter
-all the relevant texture files and source photos used to create the texture maps applied to the 3D projects.
-extras: panoramic skies, small scene objects and a many texture maps and models so that artists can create whole scenes very quickly without starting from scratch each time.
-royalty free stock photos that artists can use in their own texture maps, models and scenes.
This book is a collection of tips, tricks and techniques on how to create professional models for advertising on T.V and the web. The author has tons of industry experience using Max toward this end, and he shares the secrets of his trade. As Production Modeler for some of today's hottest studios (including GuerillaFx, Coke Zero, MTV, Old Navy, Nike, Target, HP) Todd Daniele brings real-world experience to the book. Daniele teaches the technical aspects of polymodeling, while showing how to ultimately create content in a dynamic, efficient manner.
Associated web site offers instructional files that show the models in progressive stages of development; plus a supporting internet forum: readers can log-on to this forum to ask questions or comment on anything covered in the book.
Explanation of comedic archetypes and devices will both inspire and inform your creative choices
Exploration of various modes of storytelling allows you to give the right context for your story and characters
Tips for creating worlds, scenarios, and casts for your characters to flourish in
Companion website includes example videos and further resources to expand your skillset--check it out at www.comedyforanimators.com!
Jonathan Lyons delivers simple, fun, illustrated lessons that teach readers to apply the principles of history’s greatest physical comedians to their animated characters. This isn’t stand-up comedy—it’s the falling down and jumping around sort!
Of course, this contention could be left well enough alone, and the video game industry would continue to make its yield – (an output that surpassed Hollywood’s gross income many Academy Award ceremonies ago). But should it be left alone, should it even matter who or what is artistic or what is art?
The author addresses the notion with a series of counter-attacks upon the common arguments and usual offenders who deny this status to the world's most lucrative form of entertainment. Addressing each of the typical criticisms of the artistic merit of games, "Are Video Games Art?" is a comprehensive deconstruction of these complaints, and provides sound, down-to-earth arguments for the positive position.
Re-issued with a new Afterword and update by the author: 15 June 2013.
Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips & tricks, and step-by-step walkthroughs—you’ll wonder how you every got by without it! This new edition has been completely revamped for 3ds Max 2015. Start animating today with detailed tutorials, source files, bitmaps, and video demonstrations—all featured on the companion website.
In-depth lessons on stereoscopic moviemaking, color management and digital intermediates are included, as well as chapters on interactive games and full animation authored by artists from EA and Dreamworks respectively. From predproduction to acquisition to postproduction, every aspect of the VFX production workflow is given prominent coverage. VFX legends such as John Knoll, Mike Fink, and John Erland provide you with invaluable insight and lessons from the set, equipping you with everything you need to know about the entire visual effects workflow.
Simply a must-have book for anyone working in or wanting to work in the VFX industry.
Getting Started in ZBrushis a gentle introduction to ZBrush, today’s premier digital sculpting program. Beginning with the fundamentals of digital sculpting as well as a thorough introduction to the user interface, Getting Started in ZBrush will have you creating a variety of professional-level 3D models in no-time. More than just another button-pushing manual, this comprehensive guide is packed with start-to-finish projects that ease you into the workflow of the program, while at the same time providing tips and tricks that will allow you to achieve certain tasks much more quickly. After progressing through the tutorials, you will be shown how to customize brushes, materials, scripts, and the interface so that you can utilize these tools to their full advantage.
Special consideration is given to ZBrush’s integration plug-ins with Maya and 3ds Max, allowing you to properly import and export your models in all programs. Texturing, painting, mapping, decimation, baking, and topology are also fully covered so your Zbrush creations can come to life without sacrificing that high-resolution look.
Ease your way into this complex subject with this straight-forward approach to ZBrush
Perfect your technique with step-by-step tutorials that allow you to create high res models from start to finish.
Expand your knowledge by visiting the companion website, which features video demonstrations, project files, texture and model files, scripts, customized menus, brushes, and additional resources.
The Boy presents the stories of three Nazi criminals, ranging in status from SS sergeant to low-ranking SS officer to SS general. It is also the story of two Jewish victims, a teenage girl and a young boy, who encounter these Nazis in Warsaw in the spring of 1943. The book is remarkable in its scope, picking up the lives of these participants in the years preceding World War I and following them to their deaths. One of the Nazis managed to stay at large for twenty-two years. One of the survivors lived long enough to lose a son in the Yom Kippur War. Nearly sixty photographs dispersed throughout help narrate these five lives. And, in keeping with the emotional immediacy of those photographs, Porat has deliberately used a narrative style that, drawing upon extensive research, experience, and oral interviews, places the reader in the middle of unfolding events.
Commemorative in spirit and artistic in form, Auschwitz convincingly portrays the paradoxes of human nature in extreme circumstances. With consummate understatement Nomberg-Przytyk describes the behavior of concentration camp inmates as she relentlessly and pitilessly examines her own motives and feelings. In this world unmitigated cruelty coexisted with nobility, rapacity with self-sacrifice, indifference with selfless compassion. This book offers a chilling view of the human drama that existed in Auschwitz.
From her portraits of camp personalities, an extraordinary and horrifying profile emerges of Dr. Josef Mengele, whose medical experiments resulted in the slaughter of nearly half a million Jews. Nomberg-Przytyk's job as an attendant in Mengle's hospital allowed her to observe this Angel of Death firsthand and to provide us with the most complete description to date of his monstrous activities.
The original Polish manuscript was discovered by Eli Pfefferkorn in 1980 in the Yad Vashem Archive in Jerusalem. Not knowing the fate of the journal's author, Pfefferkorn spent two years searching and finally located Nomberg-Przytyk in Canada. Subsequent interviews revealed the history of the manuscript, the author's background, and brought the journal into perspective.
Producing Animation is your answer. Written by Catherine Winder and Zahra Dowlatabadi and edited by Tracey Miller-Zarneke, Producing Animation is a comprehensive guide to the production industry. Already a relied upon resource by professionals and students alike, this book covers the process from script to screen while defining the role of the producer at each phase. The second edition features new content such as sidebars on key topics from industry experts, discussions on CG, 2D and stereoscopic production processes, and an overview on marketing and distributing your project. The companion website provides access to sample tables, templates and workflow outlines for CG and 2D animation production.
· A much expanded selection of original documents, many never before anthologised in English
· Added treatment of the role of non-Germans in the Holocaust and the geographical variations in Jewish response
· Additional consideration of the much-debated nexus between the Holocaust and modernity
· A new section on how 'the Holocaust' developed as a distinct historical topic
· Useful and informative Chronology, Who’s Who and Glossary
David Engel’s book is a taut, compact narration that appeals to the intellect as much, if not more, than to the emotions. It is sure to be welcomed by students in departments of History, Politics and European Studies as well as by anyone trying to get to grips with this complex and far-reaching subject for the first time.
Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled
through techniques such as shader programming, which requires an entirely new thought process of a
programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers.
A dramatic shift is taking place in Israel and America. In Israel, the deepening occupation of the West Bank is putting Israeli democracy at risk. In the United States, the refusal of major Jewish organizations to defend democracy in the Jewish state is alienating many young liberal Jews from Zionism itself. In the next generation, the liberal Zionist dream—the dream of a state that safeguards the Jewish people and cherishes democratic ideals—may die.
In The Crisis of Zionism, Peter Beinart lays out in chilling detail the looming danger to Israeli democracy and the American Jewish establishment's refusal to confront it. And he offers a fascinating, groundbreaking portrait of the two leaders at the center of the crisis: Barack Obama, America's first "Jewish president," a man steeped in the liberalism he learned from his many Jewish friends and mentors in Chicago; and Benjamin Netanyahu, the Israeli prime minister who considers liberalism the Jewish people's special curse. These two men embody fundamentally different visions not just of American and Israeli national interests but of the mission of the Jewish people itself.
Beinart concludes with provocative proposals for how the relationship between American Jews and Israel must change, and with an eloquent and moving appeal for American Jews to defend the dream of a democratic Jewish state before it is too late.
Rosten described his book as “a relaxed lexicon of Yiddish, Hebrew, and Yinglish words often encountered in English, plus dozens that ought to be, with serendipitous excursions into Jewish humor, habits, holidays, history, religion, ceremonies, folklore, and cuisine–the whole generously garnished with stories, anecdotes, epigrams, Talmudic quotations, folk sayings, and jokes.” To this day, it is considered the seminal work on Yiddish in America–a true classic and a staple in the libraries of Jews and non-Jews alike.
With the recent renaissance of interest in Yiddish, and in keeping with a language that embodies the variety and vibrancy of life itself, The New Joys of Yiddish brings Leo Rosten’s masterful work up to date. Revised for the first time by Lawrence Bush in close consultation with Rosten’s daughters, it retains the spirit of the original–with its wonderful jokes, tidbits of cultural history, Talmudic and Biblical references, and tips on pronunciation–and enhances it with hundreds of new entries, thoughtful commentary on how Yiddish has evolved over the years, and an invaluable new English-to-Yiddish index. In addition, The New Joys of Yiddish includes wondrous and amusing illustrations by renowned artist R.O. Blechman.
From the Hardcover edition.
Blender expert and author Roland Hess walks you through the entire process of creating a short animation, from writing to storyboarding and blocking, through character creation, animation and rendering.
In 1900, in a small Prussian town, a young boy was found murdered, his body dismembered, the blood drained from his limbs. The Christians of the town quickly rose up in violent riots to accuse the Jews of ritual murder—the infamous blood-libel charge that has haunted Jews for centuries. In an absorbing narrative, Helmut Walser Smith reconstructs the murder and the ensuing storm of anti-Semitism that engulfed this otherwise peaceful town. Offering an instructive examination of hatred, bigotry, and mass hysteria, The Butcher's Tale is a modern parable that will be a classic for years to come.
Winner of the Fraenkel Award and a Los Angeles Times Best Book of 2002.
This volume, much like the previous volumes is not your standard coffee table book nor is it our usual how-to-book. This book offers inspiration and insight for the advanced amateur and professional CG artists. The Digital Art Masters series has expanded upon the competition's gallery book concept and has added the insight and experiences of professional CG artists worldwide.
Divided into 5 sections, Sci-Fi, Scene, Fantasy, Character and Cartoon, Each featured artist segement will include the thought processes behind creating unique digital images and an artist portfolio for further inspiration. Find your inspiration and discover the tips, tricks and techniques that really work.
Winner of the Zócalo Public Square Book Prize
On March 29, 1516, the city council of Venice issued a decree forcing Jews to live in il geto—a closed quarter named for the copper foundry that once occupied the area. The term stuck.
In this sweeping and original account, Mitchell Duneier traces the idea of the ghetto from its beginnings in the sixteenth century and its revival by the Nazis to the present. As Duneier shows, we cannot comprehend the entanglements of race, poverty, and place in America today without recalling the ghettos of Europe, as well as earlier efforts to understand the problems of the American city.
Ghetto is the story of the scholars and activists who tried to achieve that understanding. As Duneier shows, their efforts to wrestle with race and poverty cannot be divorced from their individual biographies, which often included direct encounters with prejudice and discrimination in the academy and elsewhere. Using new and forgotten sources, Duneier introduces us to Horace Cayton and St. Clair Drake, graduate students whose conception of the South Side of Chicago established a new paradigm for thinking about Northern racism and poverty in the 1940s. We learn how the psychologist Kenneth Clark subsequently linked Harlem’s slum conditions with the persistence of black powerlessness, and we follow the controversy over Daniel Patrick Moynihan’s report on the black family. We see how the sociologist William Julius Wilson redefined the debate about urban America as middle-class African Americans increasingly escaped the ghetto and the country retreated from racially specific remedies. And we trace the education reformer Geoffrey Canada’s efforts to transform the lives of inner-city children with ambitious interventions, even as other reformers sought to help families escape their neighborhoods altogether.
Duneier offers a clear-eyed assessment of the thinkers and doers who have shaped American ideas about urban poverty—and the ghetto. The result is a valuable new estimation of an age-old concept.
membership in “the tribe” defined by shared religious beliefs? Common
ethnic backgrounds? Familiar holiday practices? Similar tastes in
culture and cuisine? And what do the widely varying answers to those
questions mean for the future of the American Jewish community?
2013, at the suggestion of Jewish Daily Forward editor Jane Eisner, the
Pew Research Center completed the most comprehensive and credible
survey ever conducted among American Jews. Its findings were nothing
short of astounding to communal leaders, demographers and individual
In this new e-book, the venerable Forward – the
premier source of news, analysis and cultural coverage that matters to
the American Jewish community – explains and analyzes the Pew report,
with contributions from its own journalists and a diverse selection of other experts.
sobering and sometimes even amusing, this accessible collection of
articles and essays will inform and enlarge the critical conversation
among American Jews about their communal future.
helpful discussion guide for educators, community and book groups, and
leaders of Jewish organizations.
This book teaches artists how to use modo to maximize benefits with the shortest learning curve. To not only identify and exploit the power of the modo toolset, but to also show the tremendous advantages of learning and implementing modo to any who could derive a benefit by doing so.
McKay Hawkes will illuminate modo with clear, motivating, entertaining and stylized pages. This book will inspire and intrigue readers with captivating imagery, strong emotional draw, pertinent industry information, real world observations, and valuable tips & tricks.
The companion web site (hosted on Luxology's web site) will include an online tutorial video relating to the creation of the inspiring cover art and all relating support files.
Come inside Digital Art Wonderland where digital art and art journaling embark together on a luscious visual journey. The daring crew of Angi Sullins and Silas Toball give you a personal tour through a digital art journaling world, showing you how to make your own wonderous creations through instruction, design concepts and lots of inspiration.
In Digital Art Wonderland, you'll find: 8 tutorials with techniques, tricks and trips for the intermediate Adobe Photoshop user to enhance physical art as well as create digital art from scratch. Instructions and ideas to incorporate a variety of typography into your artwork. A guide to using your art in the blogging world, including information about blog set-up, adding personal design touches, blog etiquette and more. Exercises for breaking free of art-making fears and letting your artistic instincts take over.
Let Digital Art Wonderland show you a whole new world of art making.
Professional artists from a variety of media offer their experience through additional commentary. These include Marcus Hamilton (Dennis the Menace), Terry Dodson (X-Men), Bobby Rubio (Pixar), Sean "Cheeks" Galloway (Spiderman animated), and more. With a foreword by comicbook artist Adam Hughes, who has produced work for DC, Marvel Comics, Lucasfilm, Warner Bros. Pictures, and other companies.
Author MJ Lallo opened her own studio in 2000. She is a VO artist, director, producer, and casting director, casting from her own VO roster. She teaches VO as well and hires pros in the industry to guest direct. She just cast a video game for DreamWorks and also cast and contributed character reads to a Houghton-Mifflin American history book.
The accompanying CD is professionally recorded, and features:
1. Improvization in character development
2. Examples of how to make an animation demo from beginning to final
3. Adapting your characters to animation scripts
4. Animation Talent Agent interviews
5. Casting Director interviews
6. Interviews with Animation Voice-Over Artists
a. Nancy Cartwright (Bart, The Simpsons)
b. Cathy Cavadini (Blossom, Power Puff Girls)
c. Bill Farmer (Goofy)
With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
From the Trade Paperback edition.