What Editors Do: The Art, Craft, and Business of Book Editing


Peter GinnaGeorge Witte - 2017
    Editors strive to create books that are enlightening, seamless, and pleasurable to read, all while giving credit to the author. This makes it all the more difficult to truly understand the range of roles they inhabit while shepherding a project from concept to publication. In What Editors Do, Peter Ginna gathers essays from twenty-seven leading figures in book publishing about their work. Representing both large houses and small, and encompassing trade, textbook, academic, and children’s publishing, the contributors make the case for why editing remains a vital function to writers—and readers—everywhere. Ironically for an industry built on words, there has been a scarcity of written guidance on how to actually approach the work of editing. This book will serve as a compendium of professional advice and will be a resource both for those entering the profession (or already in it) and for those outside publishing who seek an understanding of it. It sheds light on how editors acquire books, what constitutes a strong author-editor relationship, and the editor’s vital role at each stage of the publishing process—a role that extends far beyond marking up the author’s text. This collection treats editing as both art and craft, and also as a career. It explores how editors balance passion against the economic realities of publishing. What Editors Do shows why, in the face of a rapidly changing publishing landscape, editors are more important than ever.

The Writer's Guide to Crafting Stories for Children


Nancy Lamb - 2001
    Nancy Lamb can help you achieve that dream. She mixes insightful advice for mastering storytelling with dozens of examples that illustrate a variety of plot-building techniques.Nancy's instruction covers everything from format and content to setting and characterization. She also draws from a range of children's classics, including "Where the Wild Things Are," "Charlotte's Web" and "Bridge to Tarabithia" to explore and illuminate the unique nature of children's literature.Nancy also shares writing tips and tricks accumulated through years of successful storytelling–invaluable advice for crafting fiction that resonates with children of all ages, from 4 to 14 and beyond.

The Language of New Media


Lev Manovich - 2001
    He places new media within the histories of visual and media cultures of the last few centuries. He discusses new media's reliance on conventions of old media, such as the rectangular frame and mobile camera, and shows how new media works create the illusion of reality, address the viewer, and represent space. He also analyzes categories and forms unique to new media, such as interface and database.Manovich uses concepts from film theory, art history, literary theory, and computer science and also develops new theoretical constructs, such as cultural interface, spatial montage, and cinegratography. The theory and history of cinema play a particularly important role in the book. Among other topics, Manovich discusses parallels between the histories of cinema and of new media, digital cinema, screen and montage in cinema and in new media, and historical ties between avant-garde film and new media.

Invisible Ink: A Practical Guide to Building Stories That Resonate


Brian McDonald - 2010
    Brian McDonald, an award winning screenwriter who has taught his craft at several major studios, supplies writers with tools to make their work more effective and provides readers and audiences a deeper understanding of the storyteller's art. When people think of a screenplay, they usually think about dialogue-the "visible ink" that is readily accessible to the listener, reader, or viewer. But a successful screenplay needs Invisible Ink as well, the craft below the surface of words. Invisible Ink lays out the essential elements of screenplay structure, using vivid examples from famous moments in popular movies as well as from one of his own popular scripts. You will learn techniques for building a compelling story around a theme, making your writing engage audiences, creating appealing characters, and much more. Praise for Invisible Ink: ..".If I manage to reach the summit of my next story it will be in no small part due to having read Invisible Ink." -Andrew Stanton (cowriter Toy Story, Toy Story 2, A Bug's Life, Monsters, Inc., and cowriter/director Finding Nemo and WALL-E) ..".Brian McDonald uses his deep understanding of story and character to pass on essential truths about dramatic writing. Ignore him at your peril." -Jim Taylor (Academy Award-winning screenwriter of Sideways and Election) ..". I recommend this fine handbook on craft to any writer, apprentice or professional, working in any genre or form." -Dr. Charles Johnson (National Book Award-winning author of Middle Passage) "If you want to write scripts, listen to Brian. The guy knows what he's talking about." -Paul Feig (creator of NBC's Freaks and Geeks, co-executive producer The Office) "With Invisible Ink Brian McDonald has written us a book to keep and heed forever because through the simple, graceful, graspable, original wisdom of it, we might just save our screenwriting lives." -Stewart Stern (Screenwriter of Rebel Without a Cause)

It's Complicated: The Social Lives of Networked Teens


Danah Boyd - 2014
    . . It’s Complicated will update your mind.”—Alissa Quart, New York Times Book Review  “A fascinating, well-researched and (mostly) reassuring look at how today's tech-savvy teenagers are using social media.”—People  “The briefest possible summary? The kids are all right, but society isn’t.”—Andrew Leonard, Salon   What is new about how teenagers communicate through services such as Facebook, Twitter, and Instagram? Do social media affect the quality of teens’ lives? In this eye-opening book, youth culture and technology expert danah boyd uncovers some of the major myths regarding teens' use of social media. She explores tropes about identity, privacy, safety, danger, and bullying. Ultimately, boyd argues that society fails young people when paternalism and protectionism hinder teenagers’ ability to become informed, thoughtful, and engaged citizens through their online interactions. Yet despite an environment of rampant fear-mongering, boyd finds that teens often find ways to engage and to develop a sense of identity. Boyd’s conclusions are essential reading not only for parents, teachers, and others who work with teens but also for anyone interested in the impact of emerging technologies on society, culture, and commerce in years to come. Offering insights gleaned from more than a decade of original fieldwork interviewing teenagers across the United States, boyd concludes reassuringly that the kids are all right. At the same time, she acknowledges that coming to terms with life in a networked era is not easy or obvious. In a technologically mediated world, life is bound to be complicated.

2,000 to 10,000: How to Write Faster, Write Better, and Write More of What You Love


Rachel Aaron - 2012
    This is the book explaining how, with a few simple changes, I boosted my daily writing from 2000 words to over 10k a day, and how you can too."Expanding on her highly successful process for doubling daily word counts, this book, a combination of reworked blog posts and new material, offers practical writing advice for anyone who's ever longed to increase their daily writing output. In addition to updated information for Rachel's popular 2k to 10k writing efficiency process, 5 step plotting method, and easy editing tips, this new book includes chapters on creating characters that write their own stories, practical plot structure, and learning to love your daily writing. Full of easy to follow, practical advice from a commercial author who doesn't eat if she doesn't produce good books on a regular basis, 2k to 10k focuses not just on writing faster, but writing better, and having more fun while you do it.

Game Design Workshop: A Playcentric Approach to Creating Innovative Games


Tracy Fullerton - 2008
    This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

Storyscaping: Stop Creating Ads, Start Creating Worlds


Gaston Legorburu - 2014
    Storyscapes introduces "storyscaping" as a way to create immersive experiences that solve the challenge of connecting brands and consumers. This book describes a powerful new approach to advertising and marketing for the digital age that involves using stories to design emotional and transactional experiences for customers, both online and offline. Each connection inspires engagement with another, so the brand becomes part of the customer's story. Authors Gaston Legorburu and Darren McColl explain how marketers can identify and define the core target audience segment, define your brand's purpose, understand the emotional desires of your consumers, and more.•Shows how to map how the consumer engages with the category and product/service•Explains how to develop an organizing idea and creative plan for an immersive storyscape experience•Defines the role of marketing channels around the organizing idea•Establishes how technology can be applied to the experienceLearn how to measure, optimize, and evolve the customer experience through the use of strong narratives that compel consumers to buy into your brand.

Scrivener Superpowers: How to Use Cutting-Edge Software to Energize Your Creative Writing Practice


M.G. Herron - 2016
    It's an entertaining, easy-to-read, and deeply helpful guide to take your story from concept to completion using the most cutting-edge writing program available.Yes, it will teach you how to use many of Scrivener's features with screenshots and illustrations. More importantly, however, it will show you how each feature can be applied to the creative writing process to maximize results, increase your productivity, and help you finish your books faster.The tutorial is packed with advice from other successful authors, so you can pick and choose what works for you, and leave the rest alone.If you're ready to gain access to your writerly superpowers, get the sample and try the book today.

Getting It Published: A Guide for Scholars and Anyone Else Serious about Serious Books


William P. Germano - 1994
    Getting It Published is a lively, insider's guide to academic publishing—a book that will tell you not only how publishing works, but how you can make it work for you. Written by a veteran editor with experience in both the university press and commercial worlds, the book fields the big questions in a scholar's life. Why do editors choose some books and decline others? How does a writer decide where to submit a project? How does the review process work, and why is it necessary? What can an author expect from a publishing house—before, during, and after publication? William Germano answers these questions and more, and along the way, offers encouragement, tips, and warnings.This savvy guide unravels the mysteries of publishing and walks you through the process from start to finish. You'll learn how to think about your book before you submit it and what you need to know about your contract. With wit and humor, Germano also addresses some of the finer points of publishing etiquette, including how—and how not—to approach a busy editor and how to work with other publishing professionals on matters of design, marketing, and publicity. Graduate students, recent Ph.D.'s, and experienced authors alike will appreciate the chapters on "Quotations, Pictures, and Other Headaches" and on compiling and editing collections and anthologies."Scholarly publishing is a big, noisy, conversation about the ideas that shape our world," Germano writes, "Here's how to make your book part of that conversation."

The Art of Language Invention: From Horse-Lords to Dark Elves, the Words Behind World-Building


David J. Peterson - 2015
    Peterson comes a creative guide to language construction for sci-fi and fantasy fans, writers, game creators, and language lovers. Peterson offers a captivating overview of language creation, covering its history from Tolkien’s creations and Klingon to today’s thriving global community of conlangers. He provides the essential tools necessary for inventing and evolving new languages, using examples from a variety of languages including his own creations, punctuated with references to everything from Star Wars to Michael Jackson. Along the way, behind-the-scenes stories lift the curtain on how he built languages like Dothraki for HBO’s Game of Thrones and Shiväisith for Marvel’s Thor: The Dark World, and an included phrasebook will start fans speaking Peterson’s constructed languages. The Art of Language Invention is an inside look at a fascinating culture and an engaging entry into a flourishing art form—and it might be the most fun you’ll ever have with linguistics.

The Elements of Academic Style: Writing for the Humanities


Eric Hayot - 2014
    From granular concerns, such as sentence structure and grammar, to big-picture issues, such as adhering to genre patterns for successful research and publishing and developing productive and rewarding writing habits, Hayot helps ambitious students, newly minted Ph.D.'s, and established professors shape their work and develop their voices.Hayot does more than explain the techniques of academic writing. He aims to adjust the writer's perspective, encouraging scholars to think of themselves as makers and doers of important work. Scholarly writing can be frustrating and exhausting, yet also satisfying and crucial, and Hayot weaves these experiences, including his own trials and tribulations, into an ethos for scholars to draw on as they write. Combining psychological support with practical suggestions for composing introductions and conclusions, developing a schedule for writing, using notes and citations, and structuring paragraphs and essays, this guide to the elements of academic style does its part to rejuvenate scholarship and writing in the humanities.

A Casual Revolution: Reinventing Video Games and Their Players


Jesper Juul - 2009
    These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.

Qualitative Inquiry and Research Design: Choosing Among Five Approaches


John W. Creswell - 1997
    Five actual journal articles are reproduced in the appendix as examples of the different research designs.

The Art and Craft of Fiction: A Writer's Guide


Michael Kardos - 2012