The success of storytelling in games depends on the entire development team-game designers, artists, writers, programmers and musicians, etc.-working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming's principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.
The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games
Accessible to industry professionals as well as non-developers
Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art
The definitive framework for designing interactive stories
CHRIS SOLARSKI is an artist-game designer and author of the seminal book, Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Game Design (Watson-Guptill 2012), which has been translated into Japanese and Korean. Chris' professional background-which mixes game art development at Sony Computer Entertainment and fine art figurative painting-has led him to lecture on emotions and storytelling in video games at international events including the Smithsonian Museum's landmark The Art of Video Games exhibition, SXSW, Game Developers Conference, and FMX. Chris' personal projects at Solarski Studio continue to explore the intersections between video games, classical art and film to develop new forms of player interaction and emotionally-rich experiences in games.
Chapter 1 Character Shapes and Poses Chapter 2 Character Animations Chapter 3 Environment Shapes Chapter 4 Pathways Chapter 5 Framing Chapter 6 Player Gestures Chapter 7 Transitions in Games Chapter 8 Transitions With Cutscenes Chapter 9 Reiteration of Context Chapter 10 Transition Hazards Chapter 11 Transitions Without Cutscenes Chapter 12 Transitions in Open World Games.