Book picks similar to
Third Person: Authoring and Exploring Vast Narratives by Pat Harrigan
game-studies
game-design
games
art
The Theatre of the Absurd
Martin Esslin - 1961
Its startling popularity marked the emergence of a new type of theatre whose proponents—Beckett, Ionesco, Genet, Pinter, and others—shattered dramatic conventions and paid scant attention to psychological realism, while highlighting their characters’ inability to understand one another. In 1961, Martin Esslin gave a name to the phenomenon in his groundbreaking study of these playwrights who dramatized the absurdity at the core of the human condition.Over four decades after its initial publication, Esslin’s landmark book has lost none of its freshness. The questions these dramatists raise about the struggle for meaning in a purposeless world are still as incisive and necessary today as they were when Beckett’s tramps first waited beneath a dying tree on a lonely country road for a mysterious benefactor who would never show. Authoritative, engaging, and eminently readable, The Theatre of the Absurd is nothing short of a classic: vital reading for anyone with an interest in the theatre.
20 Years of Tomb Raider: Digging Up the Past, Defining the Future
Meagan Marie - 2016
Rediscover Lara Croft's greatest moments with fascinating coverage of the smash hit Tomb Raider movies, fiction, comics, and collectibles, and be enthralled by the legacy of Tomb Raider across the decades.Packed with exclusive art, photographs, and interviews covering all facets of the Tomb Raider franchise, 20 Years of Tomb Raider is the essential guide to this game's action-packed history and a must-have for every Tomb Raider fan.
On Photography
Susan Sontag - 1973
Sontag develops further the concept of 'transparency'. When anything can be photographed and photography has destroyed the boundaries and definitions of art, a viewer can approach a photograph freely with no expectations of discovering what it means. This collection of six lucid and invigorating essays, the most famous being "In Plato's Cave", make up a deep exploration of how the image has affected society.
The Seven Basic Plots: Why We Tell Stories
Christopher Booker - 2004
Using a wealth of examples, from ancient myths and folk tales via the plays and novels of great literature to the popular movies and TV soap operas of today, it shows that there are seven archetypal themes which recur throughout every kind of storytelling. But this is only the prelude to an investigation into how and why we are 'programmed' to imagine stories in these ways, and how they relate to the inmost patterns of human psychology. Drawing on a vast array of examples, from Proust to detective stories, from the Marquis de Sade to E.T., Christopher Booker then leads us through the extraordinary changes in the nature of storytelling over the past 200 years, and why so many stories have 'lost the plot' by losing touch with their underlying archetypal purpose. Booker analyses why evolution has given us the need to tell stories and illustrates how storytelling has provided a uniquely revealing mirror to mankind's psychological development over the past 5000 years.This seminal book opens up in an entirely new way our understanding of the real purpose storytelling plays in our lives, and will be a talking point for years to come.
Design for the Real World: Human Ecology and Social Change
Victor Papanek - 1972
Translated into twenty-three languages, it is one of the world's most widely read books on design. In this edition, Victor Papanek examines the attempts by designers to combat the tawdry, the unsafe, the frivolous, the useless product, once again providing a blueprint for sensible, responsible design in this world which is deficient in resources and energy.
Grand Theft Auto IV Signature Series Guide
Tim Bogenn - 2007
Maps: Score health, armor, and weapons no matter where you are in Liberty City. Our maps show you where to find them in every mission. Pick-ups, collectibles, places of interest--everything you need and everywhere you need to be in a dedicated map section. Secrets: Our detailed collection maps and descriptions reveal precise locations for all Unique Stunt Jumps and "Hidden Packages" in Liberty City. Multiplayer: When you're ready to take your game online, come armed with exclusive hints and tactics for all Multiplayer modes. Bonus Fold-out: This giant map of Liberty City features the locations and details for all Odd Jobs--with poster art on the other side! Platform: PS3, Xbox 360 Genre: Action/Adventure This product is available for sale worldwide.
Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution
Heather Chaplin - 2005
What started as a game of Pong, with little blips dancing across a computer screen, has evolved into a multi-billion-dollar industry that is changing the future, making inroads into virtually all aspects of our culture.Who are the minds behind this revolution? How did it happen? Where is it headed? In Smartbomb, journalists Heather Chaplin and Aaron Ruby take the reader behind the scenes at gaming conventions, into powerhouse think tanks where new games are created, into the thick of the competition at cyberathlete tournaments, and into the homes of gamers for whom playing a role in a virtual world has assumed more relevance and reality than life in the real world.
The Art of Video Games: From Pac-Man to Mass Effect
Chris Melissinos - 2012
Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg
Characters, Emotion & Viewpoint: Techniques and Exercises for Crafting Dynamic Characters and Effective Viewpoints
Nancy Kress - 2005
Create Complex CharactersHow do you create a main character readers won't forget? How do you write a book in multiple-third-person point of view without confusing your readers (or yourself)? How do you plant essential information about a character's past into a story?Write Great Fiction: Characters, Emotion & Viewpoint by award-winning author Nancy Kress answers all of these questions and more! This accessible book is filled with interactive exercises and valuable advice that teaches you how to: •Choose and execute the best point of view for your story•Create three-dimensional and believable characters•Develop your characters' emotions•Create realistic love, fight, and death scenes•Use frustration to motivate your characters and drive your storyWith dozens of excerpts from some of today's most popular writers, Write Great Fiction: Characters, Emotion & Viewpoint provides you with the techniques you need to create characters and stories sure to linger in the hearts and minds of agents, editors, and readers long after they've finished your book.
Blogging for Bliss: Crafting Your Own Online Journal: A Guide for Crafters, Artists Creatives of all Kinds
Tara Frey - 2009
Blogging is hot in this highly creative world—and here is the only how-to book aimed directly at them. Everyone from knitters and beaders to scrapbookers and altered artists will find the practical information and visual inspiration they need to create an artful online journal.Thanks to hundreds of gorgeous screen grabs from the very best blogs, a thorough introduction to the tools of the trade, and instructions that virtually take you by the hand, even beginners will swiftly go from blank screen to colorful, enticing pages. Those who already have a blog, but want to enhance their presence on the Web, will learn how to add banners and graphics, take the perfect shots, crop and size photos, establish links, and attract an audience of eager readers.Best of all, readers will meet some of the Web’s most popular creative bloggers, including Alicia Paulson (Posie Gets Cozy), Gabreial Wyatt (Vintage Indie), Emily Martin (Inside A Black Apple), Lidy Baars (Little French Garden House), Heather Bullard (Vintage Inspired Living), and Serena Thompson and Teri Edwards (The Farm Chicks).
Seven Types of Ambiguity
William Empson - 1930
Ambiguity, according to Empson, includes "any verbal nuance, however slight, which gives room for alternative reactions to the same piece of language." From this definition, broad enough by his own admission sometimes to see "stretched absurdly far," he launches into a brilliant discussion, under seven classifications of differing complexity and depth, of such works, among others, as Shakespeare's plays and the poetry of Chaucer, Donne, Marvell, Pope, Wordsworth, Gerard Manley Hopkins, and T. S. Eliot.
Into the Woods: A Five Act Journey Into Story
John Yorke - 2013
Many of us love to tell them, and even dream of making a living from it too. But what is a story? Hundreds of books about screenwriting and storytelling have been written, but none of them ask 'Why?' Why do we tell stories? And why do all stories function in an eerily similar way? John Yorke has been telling stories almost his entire adult life, and the more he has done it, the more he has asked himself why? Every great thinker or writer has their theories: Aristotle, David Hare, Lajos Egri, Robert McKee, Gustav Freytag, David Mamet, Christopher Booker, Charlie Kaufman, William Goldman and Aaron Sorkin - all have offered insightful and illuminating answers. Here, John Yorke draws on these figures and more as he takes us on a historical, philosophical, scientific and psychological journey to the heart of all storytelling.What he reveals is that there truly is a unifying shape to narrative - one that echoes the great fairytale journey into the woods, and one, like any great art, that comes from deep within. Much more than a 'how to write' book, Into the Woods is an exploration of this fundamental structure underneath all narrative forms, from film and television to theatre and novel-writing. With astonishing detail and wisdom, John Yorke explains to us a phenomenon that, whether it is as a simple fable, or a big-budget 3D blockbuster, most of us experience almost every day of our lives.
The Courage to Write: How Writers Transcend Fear
Ralph Keyes - 1995
I have to talk myself into bravery with every sentence, agreed Cynthia Ozick, sometimes every syllable. E. B. White said he admired anyone who has the guts to write anything at all.An author who has taught writing for more than thirty years,In The Courage to Write, Ralph Keyes, an author who has taught writing for more than thirty years, assures us that anxiety is felt by writers at every level, especially when they dare to do their best. He describes the sequence of courage points through which all writers must pass, from the challenge of identifying a worthwhile project to the mixture of pride and panic they feel when examining a newly published book or article.Keyes also offers specifics on how to root out dread of public performance and of the judgment of family and friends, make the best use of writers' workshops and conferences, and handle criticism of works in progress. Throughout, he includes the comments of many accomplished writers -- Pat Conroy, Amy Tan, Rita Dove, Isabel Allende, and others -- on how they transcended their own fears to produce great works.
The Writer's Journey: Mythic Structure for Writers
Christopher Vogler - 1992
Provides new insights and observations from Vogler's pioneering work in mythic structure for writers.
Screenplay: The Foundations of Screenwriting
Syd Field - 1979
Now the celebrated producer, lecturer, teacher, and bestselling author has updated his classic guide for a new generation of filmmakers, offering a fresh insider’s perspective on the film industry today. From concept to character, from opening scene to finished script, here are easily understood guidelines to help aspiring screenwriters—from novices to practiced writers—hone their craft. Filled with updated material—including all-new personal anecdotes and insights, guidelines on marketing and collaboration, plus analyses of recent films, from American Beauty to Lord of the Rings—Screenplay presents a step-by-step, comprehensive technique for writing the screenplay that will succeed in Hollywood. Discover:•Why the first ten pages of your script are crucially important•How to visually “grab” the reader from page one, word one •Why structure and character are the essential foundation of your screenplay•How to adapt a novel, a play, or an article into a screenplay•Tips on protecting your work—three legal ways to claim ownership of your screenplay•The essentials of writing great dialogue, creating character, building a story line, overcoming writer’s block, getting an agent, and much more.With this newly updated edition of his bestselling classic, Syd Field proves yet again why he is revered as the master of the screenplay—and why his celebrated guide has become the industry’s gold standard for successful screenwriting.