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Story Structure and Development: A Guide for Animators, VFX Artists, Game Designers, and Virtual Reality [Pehme köide]

  • Formaat: Paperback / softback, 224 pages, kõrgus x laius: 254x178 mm, kaal: 474 g, 21 Line drawings, color; 4 Line drawings, black and white; 162 Halftones, color; 21 Halftones, black and white
  • Ilmumisaeg: 24-May-2017
  • Kirjastus: CRC Press Inc
  • ISBN-10: 149878173X
  • ISBN-13: 9781498781732
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  • Formaat: Paperback / softback, 224 pages, kõrgus x laius: 254x178 mm, kaal: 474 g, 21 Line drawings, color; 4 Line drawings, black and white; 162 Halftones, color; 21 Halftones, black and white
  • Ilmumisaeg: 24-May-2017
  • Kirjastus: CRC Press Inc
  • ISBN-10: 149878173X
  • ISBN-13: 9781498781732
Teised raamatud teemal:
Professor Craig Caldwells Story Structure and Development offers a clear approach to the essentials of story. It lays out the fundamental elements, principles, and structure for animators, designers, and artists so they can incorporate these concepts in their work. As a practical guide it includes extensive insights and advice from industry professionals. Readers will learn the universal patterns of story and narrative used in todays movies, animation, games, and VR. With over 200 colorful images, this book has been designed for visual learners, and is organized to provide access to story concepts for the screen media professional and student. Readers will discover the story fundamentals referred to by every director and producer when they say "Its all about story".

Key Features

Consolidates into one text universal story structure used across the digital media industry Includes enormous visuals that illustrate and reinforce concepts for visual learners Organizes content for faculty to use sections in a non-linear manner Includes chapter objectives, review questions, and key terms to guide the reader
Author xi
Part 1 Story Structure (the Plot)
1 Plot: The Structure
3(18)
What Is a Dramatic Story?
4(2)
Plot... What Is It?
6(2)
Story Elements
7(1)
3 Act Structure
8(2)
Act Structures
10(2)
Plot: The Hero's Journey
12(2)
Plot Structures: The Short
14(2)
Structure Comparisons
16(2)
What They All Have in Common?
18(2)
References
20(1)
2 Setup: Act 1
21(18)
Types of Setup
22(2)
Where to Start
22(1)
Traditional Setup Sequences
23(1)
Opening Image(s)
24(2)
Exposition
26(2)
Show Don't Tell
28(2)
Inciting Incident
30(2)
Types of Inciting Incidents
31(1)
What's at Stake?
32(2)
Story World
34(2)
Story Question
36(2)
References
38(1)
3 Middle
39(14)
Middles
40(2)
Types of Conflict
42(2)
Elements of Conflict
43(1)
Increasing Conflict
44(2)
Turning Points/Reversals
46(2)
Five Story Turning Points
47(1)
Cause and Effect
48(2)
Crisis
50(2)
References
52(1)
4 Endings
53(10)
Endings
54(2)
Climax
56(2)
Resolution
58(2)
Deus ex Machina
59(1)
Meaning
60(2)
References
62(1)
5 Story Types
63(10)
Genres
64(2)
Story Concepts
66(2)
Only a Few Basic Plots
68(2)
Five Story Goals
69(1)
References
70(3)
Part 2 Story Elements
6 Story Elements
73(10)
Premise: What Is It About?
74(2)
Theme: What Does It Mean?
76(2)
Emotion
78(2)
Generating Emotion
79(1)
Setting
80(2)
References
82(1)
7 Story Mechanics
83(18)
What Is a Scene?
84(2)
Purpose of a Scene
84(1)
Scene Components
85(1)
How Do Scenes Work?
86(2)
Types of Scene Endings
86(1)
Scene Checklist
87(1)
Narrative Questions
88(2)
Types of Narrative Questions
88(2)
Surprise
90(2)
Techniques for Surprise
91(1)
Suspense
92(2)
Techniques for Suspense
92(2)
Comedy
94(2)
Subplot
96(2)
Foreshadowing: Creating Anticipation
98(2)
References
100(1)
8 Interactive Narrative
101(12)
Why Story in Games/VR?
102(2)
Story versus Narrative
104(2)
Environmental Storytelling
106(2)
VR Story (Telling?)
108(2)
References
110(3)
Part 3 Character Development
9 Character
113(16)
Character
114(2)
What Are the Dramatic Qualities of a Character?
114(2)
Character-Driven Story
116(2)
Character-Driven Categories
117(1)
Archetypes
118(2)
Stereotypes
120(2)
Backstory versus Character Profile
122(2)
Backstory Questions (External)
123(1)
Character Profile Questions (Internal)
123(1)
Identification/Empathy
124(2)
Love Your Characters
126(2)
References
128(1)
10 Character Elements
129(18)
Story World as Character
130(2)
Goal: What a Character Wants
132(2)
Goal Traits
133(1)
Need: What a Character Really, Really Wants
134(2)
Conflict Reveals Character
136(2)
Choices that a Character Must Make
138(2)
Change
140(2)
Types of Change
140(2)
Character Arc
142(2)
Types of Character Arcs
142(2)
Character Flaws
144(2)
Types of Flaws
144(2)
References
146(1)
11 Character Values/Motivation
147(12)
The Role of Conflict
148(2)
Fear: The Inner Journey
150(2)
Unity of Opposites
152(2)
Creating Interesting Characters
154(2)
Character Traits
155(1)
References
156(3)
Part 4 Idea Development
12 Generating Ideas
159(12)
Ideas
160(2)
Generating Story Ideas
160(2)
Research
162(2)
What If?
164(2)
Cliche
166(2)
Cliche Problems
167(1)
Point of View
168(2)
References
170(1)
13 Story Development
171(20)
Development and Checklists
172(2)
Development Techniques
173(1)
Opposition: Antagonism
174(2)
Memorable Villain Traits
175(1)
Problems at the Beginning
176(2)
Know Your Ending
178(2)
Ingredients to a Good Ending
179(1)
Dialogue: Its Functions
180(2)
What kills Dialogue
181(1)
Subtext
182(2)
Subtext Techniques
182(2)
Metaphors and Symbols
184(2)
Making the Story... Short
186(2)
References
188(3)
14 Viewer (the Audience)
191(12)
The Viewer's Expectations
192(2)
Who Knows What? When? (Directing a Viewer's Attention)
194(2)
A Story Trick
195(1)
Gaps
196(2)
Internal Gaps
197(1)
External Gaps
197(1)
Believability
198(2)
Coincidences
200(2)
References
202(1)
Index 203
Craig Caldwell has worked extensively in both the screen industry and higher education. His industry experience includes Walt Disney Feature Animation Artist Development for such features as Tarzan, Tangled, Mulan, Dinosaur, Chicken Little. Not long afterwards at Electronic Arts, he led artistic training for such games as Madden Football and Superman. Currently, he is a USTAR Professor in Digital Media at University of Utah, where he co-founder the Entertainment Arts and Engineering masters program, ranked #1 video game program by the Princeton Review. His academic experience includes Head of the largest film school in Australia, the Griffith University Film School with its interdisciplinary emphasis on animation, games, and film, and at University of Arizona where he was Chair of the Media Arts Department. He frequently presents on story at conferences such as SIGGRAPH, FMX, Mundos Digitales. His students have gone on to work for every major film and animation studio.