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The Video Game Writer's Guide to Surviving an Industry That Hates You [Paperback]

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  • Category: Books (Computers)
  • Author:  Dansky, Richard
  • Author:  Dansky, Richard
  • ISBN-10:  1032972610
  • ISBN-10:  1032972610
  • ISBN-13:  9781032972619
  • ISBN-13:  9781032972619
  • Publisher:  CRC Press
  • Publisher:  CRC Press
  • Pages:  140
  • Pages:  140
  • Binding:  Paperback
  • Binding:  Paperback
  • SKU:  1032972610-11-MPOD
  • SKU:  1032972610-11-MPOD
  • Item ID: 107114561
  • Seller: ShopSpell
  • Ships in: 2 business days
  • Transit time: Up to 5 business days
  • Delivery by: Oct 04 to Oct 06
  • Notes: Brand New Item. Not shipped to AK, HI, APO, FPO, AE.

In an industry that can seem like its stacked against a game writers professional survival, knowing how to navigate the choppy waters of building schedules, interfacing with other team members, getting actionable feedback and putting yourself in a position to do your best work without killing yourself is vital information.

A 25-year veteran of the video game industry, Richard Dansky has written for franchises, including The Division, Assassins Creed, Far Cry, and Splinter Cell. He has published eight novels and two short story collections and was a key contributor to the classic TTRPG setting The World of Darkness. Widely regarded as a leading expert on game narrative and writing, he is currently the Narrative Director at Romero Games. Richard lives in North Carolina.

1. Chapter One: The Dreaded Introduction, 2. Chapter Two: Why People Think Game Writing Sucks And Why They Are Almost Always Wrong, 3. Chapter Three: What Is A Game Writer? Brutal Realities of the Job, 4. Chapter Four: The Unique Things That Go Into Game Writing and Nothing Else  The Player-Shaped Hole, Barks, and Letting Go, 5. Chapter Five: Tips, Tricks, and Techniques  Things That Will Make You a Better Game Writer, 6. Chapter Six: Danskys Three Laws of Game Writing, 7. Chapter Seven: The Game Writer On the Team  What You Actually Do versus What They Think You Do, 8. Chapter Eight: Breaking In and Finding the Next Gig, 9. Chapter Nine: Working With Other Disciplines, 10. Chapter Ten: What Is It Good For  Teaching Others the Value of Game Writing, 11. Chapter Eleven: The Value of Internal PR and Techniques For Doing It, 12. Chapter Twelve: Idea Generation and Narrative Integrity, 13. Chapter Thirteen: Feedback  Giving It, Taking It, Training Others to Do It Right, 14. Chapter Fourteen: Loops and Boundaries, 15. Chapter Fifteen: Leveraginl“>

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