語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Writing for animation, comics & games
~
ScienceDirect (Online service)
FindBook
Google Book
Amazon
博客來
Writing for animation, comics & games
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/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.
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.
內容註:
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.
標題:
Animated films - Authorship. -
電子資源:
http://www.sciencedirect.com/science/book/9780240805825An 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
ISBN:
0240805828
Writing for animation, comics & games
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: 0240805828
Source: 105743:105773Elsevier Science & Technologyhttp://www.sciencedirect.comSubjects--Topical Terms:
842254
Animated films
--Authorship.Index Terms--Genre/Form:
542853
Electronic books.
LC Class. No.: PN1996 / .M446 2007
Dewey Class. No.: 808.2/3
Writing for animation, comics & games
LDR
:04653cam 2200337 a 45
001
893481
003
OCoLC
005
20101126
006
m d
007
cr cn|||||||||
008
101126s2007 ne a ob 001 0 eng d
020
$a
0240805828
020
$a
9780240805825
035
$a
(OCoLC)499051613
035
$a
ocn499051613
037
$a
105743:105773
$b
Elsevier Science & Technology
$n
http://www.sciencedirect.com
040
$a
OPELS
$b
eng
$c
OPELS
049
$a
TEFA
050
1 4
$a
PN1996
$b
.M446 2007
082
0 4
$a
808.2/3
$2
22
100
1
$a
Marx, Christy.
$3
972830
245
1 0
$a
Writing for animation, comics & games
$h
[electronic resource] /
$c
Christy Marx.
260
$a
Amsterdam ;
$a
Boston :
$c
c2007.
$b
Focal Press,
300
$a
xxi, 226 p. :
$b
ill. ;
$c
25 cm.
504
$a
Includes bibliographical references (p. 211-215) and index.
505
0
$a
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.
505
0
$a
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
$a
Electronic reproduction.
$b
Amsterdam :
$c
Elsevier Science & Technology,
$d
2010.
$n
Mode of access: World Wide Web.
$n
System requirements: Web browser.
$n
Title from title screen (viewed on Jan. 14, 2010).
$n
Access may be restricted to users at subscribing institutions.
650
0
$a
Animated films
$x
Authorship.
$3
842254
650
0
$a
Comic books, strips, etc.
$x
Authorship.
$3
949533
650
0
$a
Video games
$x
Authorship.
$3
972831
655
7
$a
Electronic books.
$2
lcsh
$3
542853
710
2
$a
ScienceDirect (Online service)
$3
848416
856
4 0
$3
ScienceDirect
$u
http://www.sciencedirect.com/science/book/9780240805825
$z
An electronic book accessible through the World Wide Web; click for information
856
4 1
$3
Table of contents only
$u
http://www.loc.gov/catdir/toc/ecip0616/2006021435.html
856
4 2
$3
Publisher description
$u
http://www.loc.gov/catdir/enhancements/fy0664/2006021435-d.html
994
$a
C0
$b
TEF
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9085562
電子資源
11.線上閱覽_V
電子書
EB W9085562
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入