ABSTRACT

The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.

Key Features:

  • The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games
  • Accessible to industry professionals as well as non-developers
  • Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art
  • The definitive framework for designing interactive stories

part |8 pages

Section I: Primary Shapes and Dynamic Composition

chapter 1|8 pages

Character Shapes and Poses

chapter 2|10 pages

Lines of Movement

chapter 3|8 pages

Environment Shapes

chapter 4|6 pages

Pathways

chapter 5|20 pages

Dialogue

chapter 6|16 pages

Framing

chapter 7|18 pages

Audio

chapter 8|10 pages

Player Gestures

part |8 pages

Section II: The Dramatic Curve and Transitions

chapter 9|10 pages

Transitions in Games

chapter 10|14 pages

Transitions with Cutscenes

chapter 12|4 pages

Transition Hazards

chapter 13|12 pages

Transitions without Cutscenes

chapter 14|10 pages

Transitions in Open-World Games