Industry veteran Jon Fitzgerald has developed a new manual for making socially activist films on a low budget, from concept development through production, from marketing through distribution.
In straightforward sections, with descriptive breakdowns for each category, the book presents a new paradigm for social impact filmmaking in the modern age ― including case studies on numerous films and advice from industry professionals on each topic.
Master of the Cinematic Universe is a guide to the future of trans-media storytelling. Content creators of every flavor are constantly needing to expand the mediums they can work in. This volume serves as a resource for using the timeless truths of story structure to craft established as well as up and coming short-form media formats.
Writing for the multibillion-dollar video-game industry is unlike writing for any other medium. Slay the Dragon will help you understand the challenges and offer creative solutions to writing for a medium where the audience not only demands a great story, but to be a driving force within it. Aimed at traditional writers who want to learn interactive narrative as well as game creators who want to tell better, more emotionally involving stories, the book is written by two creative veterans of both Hollywood and “Nerdyhood.” Through lively discussions and self-paced-exercises, Bryant and Giglio step you such topics as: the “no-act” structure of video games; writing great game characters; making gameplay emotionally meaningful; and bringing your game world alive.
The book’s journey into the future of television begins with “You Are Here,” delving into “The Great Convergence” of television and Internet and the vortex of change we all inhabit now. Then, glancing back, we explore “The Old World” of broadcast television to understand how we got to this moment of transition. Next, traveling “Between Worlds,” we visit cable television and see how the boundaries between network, cable, and Internet are mutating. After that, we enter “The New World” that ranges from empires like Netflix and Amazon down to Kickstarter-funded web series, and all the creative expressions that abound. Finally, we look ahead to the “Far Frontier” of interactivity and transmedia and a distant, fantastic future. All these experiences are focused on how a writer, producer, director, or entrepreneur can use the emerging possibilities to create original television now and in the coming decade.
There are many books that assist writers with their craft, structure, and formatting, all of which are important. However, there does not exist a guide for writers to understand the evolution of their genre. In order to effectively write within a transmedia environment — a marketplace that includes different groups of consumers with short attention spans across various platforms — today’s writer must master the history of their genre. By understanding where and how their genre has emerged they develop their own authentic texts and these fresh, genuine concepts will stand apart in a media landscape that is muddied with copycat material.
Creating Graphic Novels is a step-by-step guide to creating a graphic novel from your story idea. It shows you how to assemble a team, get the book in print and in front of readers, and leads you through the necessary creative and business steps. All types of writers are adapting their stories as graphic novels as a way of increasing their audience reach. Creating Graphic Novels: Adapting Stories for a Multimillion Dollar Industry provides information on the special needs of a graphic novel script, how to find your art team, and your publishing options. It also shows ways a creator can plug into the audience of comic book and graphic novel readers. The relaxed, conversational presentation will help you think graphically for the writing and pragmatically for the business concerns. A graphic novel version of a screenplay, novel, or short story can help increase a writer s audience. This book explains the nature of the graphic novel and comics business and how to interact with the comics convention circuit and build the writer s audience. Included are listings for where to find artists, comics news and reviews websites, the convention circuit, as well as publishers. The author has worked in the film and television industry as well as written and edited some independent comic books.
A first of its kind, all-in-one guide to creating short-form TV series for the Internet. Written in a hip and entertaining style in the language of the cyber generation, this book guides the aspiring videomaker from an initial series idea through writing, production, and uploading and marketing a polished pilot and successive episodes of his or her own original Internet TV series.
Hollywood Game Plan is an in-depth, how-to guide for aspiring Hollywood hopefuls. It provides a concrete, step-by-step strategy to land a job in the entertainment industry.