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    Search Results: Returned 7 Results, Displaying Titles 1 - 7
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      2015., Focal Press Call No: 794.81536 H595g    Availability:1 of 1     At Your Library Summary Note: Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the videogame industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Finley, Ann Lemay, and Jennifer Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees in order to help readers make the switch from prose- or screen- writing to interactive. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects. This first installment of Focal Press's Game Design Workshops series is a must-have for individuals looking to create captivating storylines for games.
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      2017., Adult, Simon & Schuster Call No: Fic Rek    Availability:1 of 1     At Your Library Summary Note: "Until May 1987, fourteen-year-old Billy Marvin of Wetbridge, New Jersey, is a nerd, but a decidedly happy nerd. Afternoons are spent with his buddies, watching copious amounts of television, gorging on Pop-Tarts, debating who would win in a brawl (Rocky Balboa or Freddy Krueger? Bruce Springsteen or Billy Joel? Magnum P.I. Or T.J. Hooker?), and programming video games on his Commodore 64 late into the night. Then Playboy magazine publishes photos of Wheel of Fortune hostess Vanna White, Billy meets expert programmer Mary Zelinsky, and everything changes."--From publisher.
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      -- IRL
      2014., Adult, First Second Call No: GN Fic Doc   Edition: First edition.    Availability:1 of 1     At Your Library Summary Note: "Anda loves Coarsegold Online, the massively-multiplayer role playing game that she spends most of her free time on. It's a place where she can be a leader, a fighter, a hero. It's a place where she can meet people from all over the world, and make friends. But things become a lot more complicated when Anda befriends a gold farmer--a poor Chinese kid whose avatar in the game illegally collects valuable objects and then sells them to players from developed countries with money to burn. This behavior is strictly against the rules in Coarsegold, but Anda soon comes to realize that questions of right and wrong are a lot less straightforward when a real person's real livelihood is at stake."--From publisher.
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      2012, c1988., Adult, Orbit Call No: SC Fic Ban    Availability:1 of 1     At Your Library Series Title: Culture novels   Volume: 2Summary Note: Gurgeh, a champion game player, travels a hundred thousand light years to the Empire of Azad, where the winner of their complex game becomes emperor.
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      -- History of simulating wars, people and fantastic adventure, from chess to role-playing games.
      2012., Unreason Press Call No: 793.9 P485p    Availability:1 of 1     At Your Library Summary Note: Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
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      -- 100 professionals of play
      2018., Prima Games, an imprint of Random House LLC Call No: 338.47794 M334w    Availability:1 of 1     At Your Library Summary Note: "This insightful and celebratory book highlights women who helped to establish the video game industry, women who disrupt it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled plays an important role in the gaming industry. Some of the talented women featured in the book include: Ashly Burch, Emmy-winning writer and voice actress; Carol Shaw, early industry programmer, designer, and Industry Icon award recipient; Niamh "Chipzel" Houston, celebrated chiptune composer and performer; Ariana Green, co-founder of Couple Six, Barbados' first game studio; Anna Anthropy, prolific experimental designer and author; Amy Hennig, senior creative director and Writers Guild of America award winner; Karisma Williams, Xbox and Oculus VR senior UI/UX designer; Jenny Xu, JCSoft Inc. founder and MIT undergraduate; Perrin Kaplan, former vice-president of marketing tor Nintendo of America; Jane Ng, senior game artist at Valve."--Back cover.