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Collaborative Worldbuilding for Video Games PDF

215 Pages·2023·8.037 MB·English
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Collaborative Worldbuilding for Video Games This book is a theoretical and practical deep dive into the craft of world- building for video games, with an explicit focus on how different job dis- ciplines 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 Collaborative Worldbuilding for Video Games Kaitlin Tremblay Cover image credit: Shutterstock.com First edition published 2023 by CRC Press 6000 Broken Sound Parkway NW, Suite 300, Boca Raton, FL 33487-2742 and by CRC Press 4 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN CRC Press is an imprint of Taylor & Francis Group, LLC © 2023 Kaitlin Tremblay Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all m aterial reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, access www. copyright.com or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. For works that are not available on CCC please contact m [email protected] Trademark notice: Product or corporate names may be trademarks or registered trademarks and are used only for identification and explanation without intent to infringe. ISBN: 978-1-032-38558-7 (hbk) ISBN: 978-1-032-38554-9 (pbk) ISBN: 978-1-003-34561-9 (ebk) DOI: 10.1201/9781003345619 Typeset in Minion by codeMantra To my brothers, Brian and Eric, my original co-conspirators. Contents Author, xi Acknowledgments, xiii Introduction: Being in Awe 1 HOW THIS BOOK IS STRUCTURED 3 WHAT TO EXPECT WITH THIS BOOK 6 Chapter 1 ◾ Overview of Worldbuilding 9 WHAT IS WORLDBUILDING? 9 WHY IS WORLDBUILDING IMPORTANT? 13 KEY PRINCIPLES OF WORLDBUILDING 14 Prioritize Believability 15 Be Expansive/Open 17 Focus on Tangibility 20 Find Inherent Pressures 22 WHAT IS IMMERSION? 24 NOTES 26 Chapter 2 ◾ A Cross-Discipline Breakdown of Worldbuilding 29 NARRATIVE 30 Narrative Collectibles 30 Naming Conventions 33 Descriptions 36 vii viii ◾ Contents Characters 38 Dialogue 40 GAMEPLAY 42 Systems 43 Mechanics 46 Verbs 48 Quests/Missions 50 Level Design 53 Enemies and Creatures 59 ART 62 Environment Art 62 Character Art 66 Creature Art 69 Animation 70 Palettes 72 UI 74 HUDs 75 Menus 76 Quest Logs 78 Maps 79 PROGRAMMING 82 Boundaries 82 AI Behaviors 84 World Simulation 86 Physics 88 AUDIO 89 Sound Effects 91 Foley 94 Soundtrack 96 Voice Design/Direction 98 Contents ◾ ix CASE STUDY: A WORLD WITHOUT WORDS IN GRIS 102 NOTES 104 Chapter 3 ◾ How to Get Started Creating a World 109 GOALS 110 WORLD BIBLE 112 World Bible Template 113 REMINDERS WHEN WORLDBUILDING 115 NOTES 116 Chapter 4 ◾ Collaboration in Worldbuilding: A Series of Deeper Dives 117 BUILDING THE HEART OF A WORLD 118 What Remains of Edith Finch’s Ensemble Cast 119 Neo Cab’s Fashion Representing a World in Flux 123 Character Sheet Template 125 DETERMINING THE FEEL OF A WORLD 126 Silent Hill’s Fog and The Medium’s Semi- Fixed Cameras 128 Procedural Generation of a World: No Man’s Sky’s Planets and Watch Dogs: Legion’s Population 131 CREATING COMPELLING CONFLICT IN A WORLD 135 Finding Yourself in a World: Stonefly’s Ecosystem and Sable’s Gliding 136 Psychonauts 2’s Externalizing Internal Conflict 138 EXPRESSING THE ENVIRONMENT OF A WORLD 139 Outer Wilds’ Entire Solar System 141 Cloud Gardens’ Flora as Protagonist 144 Environmental Storytelling as Mechanic in Umurangi Generation 146 DOCUMENTING A WORLD’S HISTORY 148 Tell Me Why’s Personal History 149

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