Collaborative Worldbuilding for Video Games

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This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa.

Features:

    • Provides in-depth exploration of worldbuilding via respective job disciplines

    • Deep dives and case studies into a variety of games, both AAA and indie

    • Includes boxed articles for deeper interrogation and exploration of key ideas

    • Contains templates and checklists for practical tips on worldbuilding

    Author(s): Kaitlin Tremblay
    Publisher: CRC Press
    Year: 2023

    Language: English
    Pages: 214
    City: Boca Raton

    Cover
    Half Title
    Title Page
    Copyright Page
    Dedication
    Table of Contents
    Author
    Acknowledgments
    Introduction: Being in Awe
    How this Book is Structured
    What to Expect with this Book
    Chapter 1 ◾ Overview of Worldbuilding
    What is Worldbuilding?
    Why is Worldbuilding Important?
    Key Principles of Worldbuilding
    Prioritize Believability
    Be Expansive/Open
    Focus on Tangibility
    Find Inherent Pressures
    What is Immersion?
    Notes
    Chapter 2 ◾ A Cross-Discipline Breakdown of Worldbuilding
    Narrative
    Narrative Collectibles
    Naming Conventions
    Descriptions
    Characters
    Dialogue
    Gameplay
    Systems
    Mechanics
    Verbs
    Quests/Missions
    Level Design
    Enemies and Creatures
    Art
    Environment Art
    Character Art
    Creature Art
    Animation
    Palettes
    UI
    HUDs
    Menus
    Quest Logs
    Maps
    Programming
    Boundaries
    AI Behaviors
    World Simulation
    Physics
    Audio
    Sound Effects
    Foley
    Soundtrack
    Voice Design/Direction
    Case Study: A World Without Words in Gris
    Notes
    Chapter 3 ◾ How to Get Started Creating a World
    Goals
    World Bible
    World Bible Template
    Reminders when Worldbuilding
    Notes
    Chapter 4 ◾ Collaboration in Worldbuilding: A Series of Deeper Dives
    Building the Heart of a World
    What Remains of Edith Finch's Ensemble Cast
    Neo Cab's Fashion Representing a World in Flux
    Character Sheet Template
    Determining the Feel of a World
    Silent Hill's Fog and The Medium's Semi-Fixed Cameras
    Procedural Generation of a World: No Man's Sky's Planets and Watch Dogs: Legion's Population
    Creating Compelling Conflict in a World
    Finding Yourself in a World: Stonefly's Ecosystem and Sable's Gliding
    Psychonauts 2's Externalizing Internal Conflict
    Expressing the Environment of a World
    Outer Wilds' Entire Solar System
    Cloud Gardens' Flora as Protagonist
    Environmental Storytelling as Mechanic in Umurangi Generation
    Documenting a World's History
    Tell Me Why's Personal History
    Prey's History of a Place Stuck in Time
    Case Study: A World Made for Multiplayer in Sea of Thieves
    Notes
    Chapter 5 ◾ Identity, World Systems, and Responsibility
    Worldbuilding and the Real World: Being Aware of Systems of Harm
    Who Are the Heroes?
    Who Are the Villains?
    Re-Imagining Worlds: Queering Worldbuilding
    Queer Heritage, Level Design, and Worldbuilding
    Creating Environments in the Wake of Climate Change
    Case Study: Boyfriend Dungeon's Messy, Fantastical Real World
    Notes
    Chapter 6 ◾ Conclusion: It's in the Details
    Index