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Writing for animation, comics and games / Christy Marx.

By: Material type: TextTextPublication details: Amsterdam : Elsevier, 2007.Description: xxi, 226 p. : ill. ; 25 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 0240805828
Subject(s): DDC classification:
  • 808.23 M.C. W 2007 21
Contents:
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.
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Holdings
Item type Current library Call number Status Date due Barcode
Books Books Main Library Main Stacks 808.23 M.C. W 2007 (Browse shelf(Opens below)) Available 00011556

Includes bibliographical references (p. 211-215) and index.

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.

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