Global Game Jam Stories
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Author | : Lindsay Grace |
Publisher | : Lulu.com |
Total Pages | : 82 |
Release | : 2018-07-18 |
Genre | : Games & Activities |
ISBN | : 1387938142 |
At the ten year anniversary of the Global Game Jam(R) we collected community provided stories and images from around the globe. We simply asked our community to share their experiences, which we have arranged chronologically for our readers. Some of the stories are funny, some demonstrate perseverance, and yet others just remind us how wonderful the Global Game Jam has become. The stories are included in the original language of the author, with English translation, and provided without major editing. They share the tone and spirit of the author's own experience. The Global Game Jam(R) experiment started 10 years ago and it has grown from 1,650 participants in 2009 to the more than 42,000 people who participated in 2018. This growth and successes comes from the tapestry of individual efforts that makes each year bigger and better than the previous. Much like a Global Game Jam, this book was created by pooling the time and effort of people all over the world.
Author | : Allan Fowler |
Publisher | : Springer Nature |
Total Pages | : 136 |
Release | : 2022-12-07 |
Genre | : Education |
ISBN | : 3031151879 |
This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.
Author | : Octavia-Luciana Madge |
Publisher | : Springer Nature |
Total Pages | : 170 |
Release | : 2021-07-16 |
Genre | : Technology & Engineering |
ISBN | : 3030684660 |
This book presents a series of recent studies that introduce current topics and novel concepts in the field of information science. Among the chapters are discussions of the contribution of information science to society in the dual context of the Fourth Industrial Revolution and Agenda 2030, some negative aspects of information behaviour, including criminal activities in the dark web and the hikikomori phenomenon, the hot issues of fake news and hate speech from a library and information science perspective, gamification in libraries, and the new concepts of ‘jamography’ and ‘disnormative information’. Intended for information specialists and researchers, librarians and library and information science students, the book analyses how people use information, what their information needs are and how these needs are satisfied in today’s digital world. The book can also serve as a useful reference for the education and training of students and specialists in library and information services.
Author | : Lindsay Grace |
Publisher | : Lulu.com |
Total Pages | : 90 |
Release | : 2018-09-03 |
Genre | : Games & Activities |
ISBN | : 035906664X |
At the ten year anniversary of the Global Game Jam] we collected community provided stories and images from around the globe. We simply asked our community to share their experiences, which we have arranged chronologically for our readers. Some of the stories are funny, some demonstrate perseverance, and yet others just remind us how wonderful the Global Game Jam has become. The stories are included in the original language of the author, with English translation, and provided without major editing. They share the tone and spirit of the authorÍs own experience. The Global Game Jam] experiment started 10 years ago and it has grown from 1,650 participants in 2009 to the more than 42,000 people who participated in 2018. This growth and successes comes from the tapestry of individual efforts that makes each year bigger and better than the previous. Much like a Global Game Jam, this book was created by pooling the time and effort of people all over the world.
Author | : Carolyn Handler Miller |
Publisher | : CRC Press |
Total Pages | : 569 |
Release | : 2014-06-27 |
Genre | : Art |
ISBN | : 1135044457 |
Digital Storytelling shows you how to create immersive, interactive narratives across a multitude of platforms, devices, and media. From age-old storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of New Media, including transmedia storytelling, video games, mobile apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They’re immersive, letting the user interact with the story and letting the user enter the story and shape it themselves. This book features case studies that cover a great spectrum of platforms and different story genres. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and non-fiction purposes: education, training, information and promotion. Digital Storytelling features interviews with some of the industry’s biggest names, showing you how they build and tell their stories.
Author | : Toiya Kristen Finley |
Publisher | : CRC Press |
Total Pages | : 206 |
Release | : 2022-12-07 |
Genre | : Computers |
ISBN | : 1000798364 |
This book covers the distinguishing characteristics and tropes of visual novels (VNs) as choice-based games and analyzes VNs like 999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and Monster Prom, some of the best examples of the genre as illustrations. The author covers structuring branching narrative and plot, designing impactful and compelling choices, writing entertaining relationships and character interactions, understanding the importance of a VN’s prose, and planning a VN’s overall narrative design and story delivery. The book contains exercises at the end of chapters to practice the techniques discussed. By the end of the book, if the reader finishes all the exercises, they may have several portfolio pieces or a significant portion of their own VN project designed. Features: Discusses different aspects and genres of VNs, what makes them enjoyable, and successful techniques developers can incorporate into their own games Analyzes various VNs and choice-based games that use these successful techniques Shares tips from developers on portfolio pieces, hiring a team to work on VNs, and plotting and outlining VNs Branching Story, Unlocked Dialogue: Designing and Writing Visual Novels is a valuable resource for developers and narrative designers interested in working on VNs. The book will show them how they can design their own VN projects, design branching narratives, develop entertaining plots and relationships, design impactful and compelling choices, and write prose that’s a pleasure to read.
Author | : Anna Megill |
Publisher | : CRC Press |
Total Pages | : 149 |
Release | : 2023-11-30 |
Genre | : Computers |
ISBN | : 1000993728 |
Want to become a writer in the games industry? Then this is the book is for you. Award-winning game writer Anna Megill provides all the essential information and guidance you need to understand the industry and get your foot on the ladder. The book explains in simple, clear language exactly what a beginner needs to know about education requirements, finding job opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to run a writers’ room, manage a team, create documentation for various project phases, and navigate studio politics. The Pocket Mentor is designed to be a just-the-facts companion to The Game Writing Guide: Get Your Dream Job and Keep It, but it stands on its own as an invaluable go-anywhere resource for beginners and seasoned pros alike.
Author | : Anton Nijholt |
Publisher | : Springer |
Total Pages | : 620 |
Release | : 2012-10-12 |
Genre | : Computers |
ISBN | : 3642342922 |
This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.
Author | : Guinness World Records |
Publisher | : Guinness World Records |
Total Pages | : 219 |
Release | : 2016-11-15 |
Genre | : Games & Activities |
ISBN | : 191056169X |
It’s time to celebrate the 10th anniversary of the Guinness World Records: Gamer’s Edition! With over four million copies sold, this is the ultimate annual for every gaming fan. It’s bursting with the latest facts and stats on your favorite games from the futuristic soccer action of Rocket League to the psychedelic paint battles of Splatoon. And as Star Wars mania explodes once again, we explore everything Jedi in a special feature section. Plus, you’ll get a sneak peek at all-new games from the ever-evolving gaming universe! Get an inside look at the indie game scene, the big-money world of eSports, and a celebration of 25 years of Mario Kart. There’s everything from space shooters such as Destiny, to RPGs such as Fallout 4, to the hit sport series FIFAand Madden. We’ve got sims, strategy games, and horror titles, and we also take a look at the toys-to-life phenomenon. From League of Legends to The Legend of Zelda, it’s all here in the 2017 edition of Guinness World Records: Gamer’s Edition!
Author | : Will Carson |
Publisher | : Attention Span Games |
Total Pages | : 358 |
Release | : |
Genre | : Fiction |
ISBN | : |
Aegis of the Elements is an Eco Fantasy about the inhabitants of a sentient planet named Vendrial. In this first of a series of Anthology style Novels, experience the creation of multiple humanoid species and explore their new world with them as they experience the growing pains of forming societies while cohabitating with each other and the planet itself! This adventure is told through 33 interconnected short stories—written by 6 Authors—that use a unique voice to share multiple different perspectives of life on Vendrial. Each set of tales were expertly planned and woven together by our Anthology Editors to tell a cohesive narrative, culminating at a chapter that was collaborated on with most of the Authors. Aegis of the Elements - Book 1: A World in Adolescence © 2021 by Attention Span Games