Writing for animation, comics & games

Writing for Animation, Comics, and Games explains the practical aspects of creating scripts for animation, comics, graphic novels, and computer games. It details how you can create scripts that are in the right industry format, and follow the expected rules for you to put your best foot forward to h...

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Bibliographic Details
Main Author: Marx, Christy
Format: eBook
Language:English
Published: Amsterdam Focal Press 2007
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
Table of Contents:
  • Includes bibliographical references (pages 211-215) and index
  • ANIMATION/COMICS/GAMES:
  • History/Evolution of the art form: Genres and Categories, Where I'm Coming From; The Basics: Terms and Nomenclature, The Script Format, Beyond the Basics (advice, tips and tricks); Breaking & Entering: Ways to Break In, Location, Agents, Unions & Organizations, Books and Links
  • ANIMATION : Ch. 1: History/evolution of animation ; Genres & categories ; Alternate forms of animation ; Ch. 2: Terminology ; Script terms and examples ; Other animation terms
  • Ch. 3: The basics: The animation process ; The script process ; The script format ; The differences [between animation and live-action scripts] ; Working out act breaks ; The 3d script vs. the 2d script ; Restrictions breed creativity ; Other things you may be expected to do ; Scriptwriting software ; The animated feature film ; Beyond the basics (advice, tips, and tricks)
  • Ch. 4: Breaking & entering, Breaking into television animation, Breaking into feature animation ; Getting an agent ; Getting paid ; Unions & organizations ; Location location location
  • COMIC BOOKS : Ch. 5: History/evolution of the comic book ; Genres & categories
  • Ch. 6: The basics: What is a comic book ; Terminology ; the comic book script ; The script format ; Beyond the basics (advice, tips, and tricks) ; Comic book script samples
  • Ch. 7: Breaking & entering ; Create your own comic ; Copyright & ownership ; Getting an agent ; Getting paid ; Unions & organizations ; Location location location
  • VIDEOGAMES : Ch. 8: History/evolution of videogames ; Videogame categories ; Alternative markets
  • Ch. 9: Writing vs. design ; Videogames & Hollywood ; Terminology ; Fundamentals of game design ; Game structure ; More things you need to know
  • Ch. 10: The basics: The script format ; FMV/game trailers ; Design document ; Game bible ; Quests or missions ; Cutscenes and cinematics ; Dialogue ; In-game text ; Technical material or game manual ; Website and promotional materials ; Beyond the basics (advice, tips, and tricks)
  • Ch. 11: Breaking & entering ; Publishers and developers ; Getting paid ; Location location location ; Agents ; Unions and organizations