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Writing for animation, comics & game...
~
Marx, Christy.
Writing for animation, comics & games[electronic resource] /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
杜威分類號:
808.2/3
書名/作者:
Writing for animation, comics & games/ Christy Marx.
作者:
Marx, Christy.
出版者:
Amsterdam ; : Focal Press,, c2007.
面頁冊數:
xxi, 226 p. : : ill. ;; 25 cm.
標題:
Animated films - Authorship.
標題:
Comic books, strips, etc. - Authorship.
標題:
Video games - Authorship.
ISBN:
9780240805825
ISBN:
0240805828
書目註:
Includes bibliographical references (p. 211-215) and index.
內容註:
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.
摘要、提要註:
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 help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration. * Career rules of-the-road for comics, computer games, and animation...from an insider's perspective * Written for beginners and professionals alike * Authored by a distinguished writer, whose credits include X-Men Evolution, Teenage Mutant Ninja Turtles, and Lord of the Rings.
電子資源:
An electronic book accessible through the World Wide Web; click for information
電子資源:
http://www.loc.gov/catdir/toc/ecip0616/2006021435.html
電子資源:
http://www.loc.gov/catdir/enhancements/fy0664/2006021435-d.html
Writing for animation, comics & games[electronic resource] /
Marx, Christy.
Writing for animation, comics & games
[electronic resource] /Christy Marx. - Amsterdam ;Focal Press,c2007. - xxi, 226 p. :ill. ;25 cm.
Includes bibliographical references (p. 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.
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 help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration. * Career rules of-the-road for comics, computer games, and animation...from an insider's perspective * Written for beginners and professionals alike * Authored by a distinguished writer, whose credits include X-Men Evolution, Teenage Mutant Ninja Turtles, and Lord of the Rings.
Electronic reproduction.
Amsterdam :
Elsevier Science & Technology,
2010.
Mode of access: World Wide Web.
ISBN: 9780240805825
Source: 105743:105773Elsevier Science & Technologyhttp://www.sciencedirect.comSubjects--Topical Terms:
405239
Animated films
--Authorship.Index Terms--Genre/Form:
336502
Electronic books.
LC Class. No.: PN1996 / .M446 2007
Dewey Class. No.: 808.2/3
Writing for animation, comics & games[electronic resource] /
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Includes bibliographical references (p. 211-215) and index.
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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.
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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.
520
$a
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 help you break-in to the trade. This book explains approaches to writing for exterior storytelling (animation, games); interior/exterior storytelling (comics and graphic novels), as well as considerations for non-linear computer games in the shortest, pithiest, and most economical way. The author offers insider's advice on how you can present work as professional, how to meet deadlines, how visual writing differs from prose, and the art of collaboration. * Career rules of-the-road for comics, computer games, and animation...from an insider's perspective * Written for beginners and professionals alike * Authored by a distinguished writer, whose credits include X-Men Evolution, Teenage Mutant Ninja Turtles, and Lord of the Rings.
533
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Amsterdam :
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Elsevier Science & Technology,
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2010.
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Mode of access: World Wide Web.
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System requirements: Web browser.
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Title from title screen (viewed on Jan. 14, 2010).
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Access may be restricted to users at subscribing institutions.
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Animated films
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Authorship.
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405239
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Comic books, strips, etc.
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Authorship.
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Video games
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http://www.sciencedirect.com/science/book/9780240805825
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筆 0 讀者評論
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多媒體檔案
http://www.sciencedirect.com/science/book/9780240805825
http://www.loc.gov/catdir/toc/ecip0616/2006021435.html
http://www.loc.gov/catdir/enhancements/fy0664/2006021435-d.html
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