ABSTRACT

An invaluable collection of essays and interviews exploring the business of interactive storytelling, this highly accessible guide offers invaluable insight into an ever-evolving field that is utilizing new spatial and interactive narrative forms to tell stories. This includes new media filmmaking and content creation, a huge variety of analog story world design, eXtended realities, game design, and virtual reality (VR) design.

The book contains essays written by and interviews with working game designers, producers, 360-degree filmmakers, immersive theatre creators, and media professors, exploring the business side of interactive storytelling – where art meets business. Contributors to this book share their perspectives on how to break into the field; how to develop, nurture, and navigate business relationships; expectations in terms of business etiquette; strategies for contending with the emotional highs and lows of interactive storytelling; how to do creative work under pressure; the realities of working with partners in the field of new media narrative design; prepping for prototyping; writing analog and digital.

This is an ideal resource for students of filmmaking, screenwriting, media studies, RTVF, game design, VR and AR design, theater, and journalism who are interested in navigating a career pathway in the exciting field of interactive storytelling.

part chapter 1|45 pages

Getting started

part Chapter 2|44 pages

Sticking it out

part Chapter 3|37 pages

Finding success

chapter |9 pages

Sixty seconds you never forget

Designing a theme park ride

chapter |5 pages

Telling stories with virtual reality

The empathy machine

chapter |6 pages

Space as interactive story

part Chapter 4|45 pages

Getting ahead

chapter |8 pages

Six degrees of freedom

chapter |11 pages

Through the darkest of times

Making a digital game about the historical resistance against the Nazis

chapter |6 pages

Stop, collaborate, and listen

chapter |9 pages

Interactive storytelling: from analog to digital

A review of contemporary case studies

part Chapter 5|46 pages

Starting again

chapter |10 pages

Flatgames

Videogame Zinesters and their Autobiographical Story Worlds

chapter |9 pages

Any given moment

Developing a shared language in multidisciplinary collaborations

chapter |8 pages

Collective wisdom

chapter |2 pages

Conclusion perform

Interactive storytelling for the screen

chapter |2 pages

About the editors