Author: Alex Lyn
Publisher: Knight and Starlight Publishing
ISBN:
Category : Language Arts & Disciplines
Languages : en
Pages : 160
Book Description
Do you want to be the master of worlds? Have you been dreaming of creating a fictional world, but don't know where to start? The Beginner's Guide to World-Building covers everything you need to know about the basics of world-building - from designing the setting of your story to the characters, plot, magic systems and so much more. If you've ever wondered how your favorite authors, producers, or game developers create immersive worlds that feel as real as ours, the answer is world-building. World-building is everywhere - in your favorite books and TV shows, your favorite video games, and even your favorite art pieces. The process of creating a fictional world is intertwined with every storytelling medium and nearly every fictional genre, not just science fiction and fantasy. This guide aims to make the world-building process easy to understand for anyone interested in telling a tale and help storytellers bring their work to life!
Patricia A. McKillip and the Art of Fantasy World-Building
Author: Audrey Isabel Taylor
Publisher: McFarland
ISBN: 1476665168
Category : Literary Criticism
Languages : en
Pages : 191
Book Description
From wondrous fairy-lands to nightmarish hellscapes, the elements that make fantasy worlds come alive also invite their exploration. This first book-length study of critically acclaimed novelist Patricia A. McKillip's lyrical other-worlds analyzes her characters, environments and legends and their interplay with genre expectations. The author gives long overdue critical attention to McKillip's work and demonstrates how a broader understanding of world-building enables a deeper appreciation of her fantasies.
Publisher: McFarland
ISBN: 1476665168
Category : Literary Criticism
Languages : en
Pages : 191
Book Description
From wondrous fairy-lands to nightmarish hellscapes, the elements that make fantasy worlds come alive also invite their exploration. This first book-length study of critically acclaimed novelist Patricia A. McKillip's lyrical other-worlds analyzes her characters, environments and legends and their interplay with genre expectations. The author gives long overdue critical attention to McKillip's work and demonstrates how a broader understanding of world-building enables a deeper appreciation of her fantasies.
Collaborative Worldbuilding for Writers and Gamers
Author: Trent Hergenrader
Publisher: Bloomsbury Publishing
ISBN: 1350016691
Category : Language Arts & Disciplines
Languages : en
Pages : 281
Book Description
The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.
Publisher: Bloomsbury Publishing
ISBN: 1350016691
Category : Language Arts & Disciplines
Languages : en
Pages : 281
Book Description
The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.
Ultima and Worldbuilding in the Computer Role-Playing Game
Author: Carly A. Kocurek
Publisher: Amherst College Press
ISBN: 1943208662
Category : Games & Activities
Languages : en
Pages : 140
Book Description
Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.
Publisher: Amherst College Press
ISBN: 1943208662
Category : Games & Activities
Languages : en
Pages : 140
Book Description
Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.
30 Days of Worldbuilding
Author: A Trevena
Publisher: Maythorne Press
ISBN:
Category : Language Arts & Disciplines
Languages : en
Pages : 80
Book Description
Overwhelmed by creating fantasy worlds? Lost in your world? Unsure where to go next? 30 Days of Worldbuilding breaks the task into manageable chunks. By following 30 creative prompts, this book will guide you from idea, to full world. This workbook will help you to: - Break the epic task of worldbuilding into easy steps - Build a full and complete world with prompts you may not have thought of - Tie your worldbuilding into your story to increase tension and conflict - Bring your worldbuilding back to your characters to get your readers hooked By completing just one prompt each day, you can have a fully created fantasy world in a month. You will also have an invaluable book of worldbuilding notes to keep beside you as you write. Get 30 Days of Worldbuilding today, and stop getting lost in your world.
Publisher: Maythorne Press
ISBN:
Category : Language Arts & Disciplines
Languages : en
Pages : 80
Book Description
Overwhelmed by creating fantasy worlds? Lost in your world? Unsure where to go next? 30 Days of Worldbuilding breaks the task into manageable chunks. By following 30 creative prompts, this book will guide you from idea, to full world. This workbook will help you to: - Break the epic task of worldbuilding into easy steps - Build a full and complete world with prompts you may not have thought of - Tie your worldbuilding into your story to increase tension and conflict - Bring your worldbuilding back to your characters to get your readers hooked By completing just one prompt each day, you can have a fully created fantasy world in a month. You will also have an invaluable book of worldbuilding notes to keep beside you as you write. Get 30 Days of Worldbuilding today, and stop getting lost in your world.
Fantasy World-Building
Author: Mark Nelson
Publisher: Dover Publications
ISBN: 0486828654
Category : Art
Languages : en
Pages : 163
Book Description
When artists and designers explore or create a fictional setting, the milieu must be completely fleshed out, explained, and designed. In this book, comic and gaming art veteran Mark A. Nelson explores and demonstrates his methods for fashioning visually stunning, believable environments for fantasy creatures and characters. Scores of images and step-by-step examples illustrate how variation and experimentation lead to fresh, original designs for otherworldly beings, their environments, and their stories. Nelson discusses how to find ideas and borrow from history to add the strength of realism to a fantasy world. In describing the best ways to establish a habitat, he offers specifics about climate, terrain, flora, and wildlife. He shares insights into founding societies in terms of their means of survival, manner of warfare, spiritual practices, style of dress, and levels of technology. All visual creatives who work with imaginative material — illustrators, comic artists, and writers — will take a lively interest in this source of inspiration and practical knowledge. "In sixteen breezy-yet-surprisingly-concise chapters he covers everything from visual problem solving to spirituality to warfare to transportation, not with the idea of giving the reader lessons to copy by rote but rather as prompts to develop their own original concepts. If I were suggesting three books every budding artist should have at their fingertips they would be Figure Drawing for All It's Worth by Andrew Loomis, Imaginative Realism: How to Paint What Doesn't Exist by James Gurney, and, most definitely, Mark's Fantasy World-Building." — Muddy Colors
Publisher: Dover Publications
ISBN: 0486828654
Category : Art
Languages : en
Pages : 163
Book Description
When artists and designers explore or create a fictional setting, the milieu must be completely fleshed out, explained, and designed. In this book, comic and gaming art veteran Mark A. Nelson explores and demonstrates his methods for fashioning visually stunning, believable environments for fantasy creatures and characters. Scores of images and step-by-step examples illustrate how variation and experimentation lead to fresh, original designs for otherworldly beings, their environments, and their stories. Nelson discusses how to find ideas and borrow from history to add the strength of realism to a fantasy world. In describing the best ways to establish a habitat, he offers specifics about climate, terrain, flora, and wildlife. He shares insights into founding societies in terms of their means of survival, manner of warfare, spiritual practices, style of dress, and levels of technology. All visual creatives who work with imaginative material — illustrators, comic artists, and writers — will take a lively interest in this source of inspiration and practical knowledge. "In sixteen breezy-yet-surprisingly-concise chapters he covers everything from visual problem solving to spirituality to warfare to transportation, not with the idea of giving the reader lessons to copy by rote but rather as prompts to develop their own original concepts. If I were suggesting three books every budding artist should have at their fingertips they would be Figure Drawing for All It's Worth by Andrew Loomis, Imaginative Realism: How to Paint What Doesn't Exist by James Gurney, and, most definitely, Mark's Fantasy World-Building." — Muddy Colors
Narrative Worldbuilding
Author: Edwin McRae
Publisher: Narrative
ISBN: 0473710471
Category : Games & Activities
Languages : en
Pages : 122
Book Description
Game worlds differ from traditional fictional worlds. While literary and cinematic worlds are written to host character arcs and plots, game worlds need to be designed to host game mechanics. While Princess Leia, Mad Max and Daenerys Targaryen may leave their marks on their fictional worlds, it is YOU, the player, who will carve your personal experience into the digital firmament of every game world you inhabit. In this accessible book full of practical tips and examples, games industry veteran Edwin McRae will guide you through the evergreen principles of player-centric game world design. How do you create game-based environments and cultures that resonate with reality? This senior narrative designer will share a range of field-tested techniques that will help you design instead of derive. How do you organise all that lore? This is a common pain point for world builders and Edwin will offer tools and tactics that keep game bibles scoped, searchable and sensible. How do you make your game world fun? Through the player-centric perspective, you’ll see how storytelling can be used to support and enrich game play and achieve that Shangri-La of gaming experience... ludo-narrative harmony! Play is what we do. Story is why we do it. And the game world is where it all happens.
Publisher: Narrative
ISBN: 0473710471
Category : Games & Activities
Languages : en
Pages : 122
Book Description
Game worlds differ from traditional fictional worlds. While literary and cinematic worlds are written to host character arcs and plots, game worlds need to be designed to host game mechanics. While Princess Leia, Mad Max and Daenerys Targaryen may leave their marks on their fictional worlds, it is YOU, the player, who will carve your personal experience into the digital firmament of every game world you inhabit. In this accessible book full of practical tips and examples, games industry veteran Edwin McRae will guide you through the evergreen principles of player-centric game world design. How do you create game-based environments and cultures that resonate with reality? This senior narrative designer will share a range of field-tested techniques that will help you design instead of derive. How do you organise all that lore? This is a common pain point for world builders and Edwin will offer tools and tactics that keep game bibles scoped, searchable and sensible. How do you make your game world fun? Through the player-centric perspective, you’ll see how storytelling can be used to support and enrich game play and achieve that Shangri-La of gaming experience... ludo-narrative harmony! Play is what we do. Story is why we do it. And the game world is where it all happens.
Point of Sale
Author: Daniel Herbert
Publisher: Rutgers University Press
ISBN: 0813595541
Category : Business & Economics
Languages : en
Pages : 301
Book Description
Point of Sale offers the first significant attempt to center media retail as a vital component in the study of popular culture. It brings together fifteen essays by top media scholars with their fingers on the pulse of both the changes that foreground retail in a digital age and the history that has made retail a fundamental part of the culture industries. The book reveals why retail matters as a site of transactional significance to industries as well as a crucial locus of meaning and interactional participation for consumers. In addition to examining how industries connect books, DVDs, video games, lifestyle products, toys, and more to consumers, it also interrogates the changes in media circulation driven by the collision of digital platforms with existing retail institutions. By grappling with the contexts in which we buy media, Point of Sale uncovers the underlying tensions that define the contemporary culture industries.
Publisher: Rutgers University Press
ISBN: 0813595541
Category : Business & Economics
Languages : en
Pages : 301
Book Description
Point of Sale offers the first significant attempt to center media retail as a vital component in the study of popular culture. It brings together fifteen essays by top media scholars with their fingers on the pulse of both the changes that foreground retail in a digital age and the history that has made retail a fundamental part of the culture industries. The book reveals why retail matters as a site of transactional significance to industries as well as a crucial locus of meaning and interactional participation for consumers. In addition to examining how industries connect books, DVDs, video games, lifestyle products, toys, and more to consumers, it also interrogates the changes in media circulation driven by the collision of digital platforms with existing retail institutions. By grappling with the contexts in which we buy media, Point of Sale uncovers the underlying tensions that define the contemporary culture industries.
Symbolism 2019
Author: Natasha Lushetich
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110635534
Category : Literary Criticism
Languages : en
Pages : 361
Book Description
Special Focus editor: Natasha Lushetich Series editors: Rüdiger Ahrens, Florian Kläger, Klaus Stierstorfer Symbolism is cohesive. It gathers heterogeneity over time, across fields of human endeavor and systems of communication. Non-sequiturs, paradox and tautology, appear dissipative. Yet they are highly productive in reticular and fractal ways. Suffice it to look at the philosophical tautology of Parmenides’s kind, which suggests that being "is"; at the practice of the koan, which collapses dualistic thinking by way of incompatible propositions, such as "the Eastern hill keeps running on the water"; at logical paradoxes in which the operative logic is sabotaged by its own means, as in Hempel’s paradox; at absurdist dramatic texts in which protagonists record empty time in order to mark the emptiness of the time they are recording, as in Beckett’s Krapp’s Last Tape; or at paradoxical games like Maciunas’s Prepared Table Tennis played with paddles that have huge holes in them. In all of these examples, the existence-apprehending processes occur via unexpected itineraries, in vacant but nevertheless enunciative codes, in seemingly futile, yet calibrating performances, and in a temporality that is the cumulative time’s "other." They catapult the mind into the realm of the extra-linguistic, the para-logical and the meta-experiential, or they transfigure it through a series of reticular iterations. Forty years after Varela et al’s groundbreaking work on the embodied, emotional and environmentally embedded mind – that marked a definitive departure from its former strictly rational conception – there is a need to re-examine the territory that lies beyond mind for a different reason: the proliferation of algorithmic logics that rely on the idea of a rational agent (human or algorithmic) making logical, self-serving decisions. This special issue explores neither-rational-nor-irrational forms of thinking and making. It sketches a cartography of a-rational processes of meaning- and knowledge-production that operate across numerous sites, practices, and disciplines: visual and media art; literature; art history; music; dance; film; intermedia and photography. Part I "Ahistoricity, Assemblages and Interpretative Reversals" focuses on the legacy of the (neo) avant-garde and amodernism. Part II "Destinerrance, Labyrinths and Folds" investigates the ways in which the Derridian delays/detours and the Deleuzian folding function as concrete ways of embodied knowledge-production. Part III, "Immanent Transcendence", offers a glimpse into the reticular and iterative structuring of transcendence that does not pre-exist immanence but is its residue.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110635534
Category : Literary Criticism
Languages : en
Pages : 361
Book Description
Special Focus editor: Natasha Lushetich Series editors: Rüdiger Ahrens, Florian Kläger, Klaus Stierstorfer Symbolism is cohesive. It gathers heterogeneity over time, across fields of human endeavor and systems of communication. Non-sequiturs, paradox and tautology, appear dissipative. Yet they are highly productive in reticular and fractal ways. Suffice it to look at the philosophical tautology of Parmenides’s kind, which suggests that being "is"; at the practice of the koan, which collapses dualistic thinking by way of incompatible propositions, such as "the Eastern hill keeps running on the water"; at logical paradoxes in which the operative logic is sabotaged by its own means, as in Hempel’s paradox; at absurdist dramatic texts in which protagonists record empty time in order to mark the emptiness of the time they are recording, as in Beckett’s Krapp’s Last Tape; or at paradoxical games like Maciunas’s Prepared Table Tennis played with paddles that have huge holes in them. In all of these examples, the existence-apprehending processes occur via unexpected itineraries, in vacant but nevertheless enunciative codes, in seemingly futile, yet calibrating performances, and in a temporality that is the cumulative time’s "other." They catapult the mind into the realm of the extra-linguistic, the para-logical and the meta-experiential, or they transfigure it through a series of reticular iterations. Forty years after Varela et al’s groundbreaking work on the embodied, emotional and environmentally embedded mind – that marked a definitive departure from its former strictly rational conception – there is a need to re-examine the territory that lies beyond mind for a different reason: the proliferation of algorithmic logics that rely on the idea of a rational agent (human or algorithmic) making logical, self-serving decisions. This special issue explores neither-rational-nor-irrational forms of thinking and making. It sketches a cartography of a-rational processes of meaning- and knowledge-production that operate across numerous sites, practices, and disciplines: visual and media art; literature; art history; music; dance; film; intermedia and photography. Part I "Ahistoricity, Assemblages and Interpretative Reversals" focuses on the legacy of the (neo) avant-garde and amodernism. Part II "Destinerrance, Labyrinths and Folds" investigates the ways in which the Derridian delays/detours and the Deleuzian folding function as concrete ways of embodied knowledge-production. Part III, "Immanent Transcendence", offers a glimpse into the reticular and iterative structuring of transcendence that does not pre-exist immanence but is its residue.
NFTs, Creativity and the Law
Author: Enrico Bonadio
Publisher: Taylor & Francis
ISBN: 1040043003
Category : Law
Languages : en
Pages : 293
Book Description
Non-Fungible Tokens (NFTs) have emerged as an important medium for the creation, sale and collection of art, with many major business and fashion houses creating their own NFT projects. This book investigates the eruption of NFT crypto art, and its impact on copyright law. Chapters address topics at the intersection between AI, smart contracts, data science, copyright law and arts administration. With snapshots of the ongoing heated debates around copyright law, the book investigates whether NFTs violate copyright and moral rights, the liability of NFTs platforms, impacts on ethical issues such as counterfeiting. The first book published on this emergent topic, this book offers a comprehensive overview of opportunities and challenges raised by NFTs to copyright law and, more generally, to the regulation and economics of the creative and cultural industries. The book is addressed to law and tech enthusiasts as well as academics, students, practitioners and policy makers interested in the intersection between copyright rules and new forms of technology.
Publisher: Taylor & Francis
ISBN: 1040043003
Category : Law
Languages : en
Pages : 293
Book Description
Non-Fungible Tokens (NFTs) have emerged as an important medium for the creation, sale and collection of art, with many major business and fashion houses creating their own NFT projects. This book investigates the eruption of NFT crypto art, and its impact on copyright law. Chapters address topics at the intersection between AI, smart contracts, data science, copyright law and arts administration. With snapshots of the ongoing heated debates around copyright law, the book investigates whether NFTs violate copyright and moral rights, the liability of NFTs platforms, impacts on ethical issues such as counterfeiting. The first book published on this emergent topic, this book offers a comprehensive overview of opportunities and challenges raised by NFTs to copyright law and, more generally, to the regulation and economics of the creative and cultural industries. The book is addressed to law and tech enthusiasts as well as academics, students, practitioners and policy makers interested in the intersection between copyright rules and new forms of technology.
An Introduction to Fantasy
Author: Matthew Sangster
Publisher: Cambridge University Press
ISBN: 1009429914
Category : Literary Criticism
Languages : en
Pages : 481
Book Description
A vibrant introduction to Fantasy that explores its uses, processes, traditions, manifestations across media, stakeholders and communities.
Publisher: Cambridge University Press
ISBN: 1009429914
Category : Literary Criticism
Languages : en
Pages : 481
Book Description
A vibrant introduction to Fantasy that explores its uses, processes, traditions, manifestations across media, stakeholders and communities.