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The Boat. Adventure Story Starters: Writing Prompts for Kids. OpenEdition Books - Dossier - L'ère digitale. Qu’est-ce que l’accès ouvert ? - OpenEdition Press. Klynt is an interactive editing & publishing application dedicated to creative storytellers. Revivez ma conférence "L'écriture interactive, à quoi bon ?" - Nouvelles Narrations. Cet article est un bon exemple du contenu que vous pouvez recevoir régulièrement dans votre boite mail si vous vous abonnez (gratuitement) à La Lettre des Nouvelles Narrations.

Revivez ma conférence "L'écriture interactive, à quoi bon ?" - Nouvelles Narrations

A l’occasion de Festival du Film Indépendant de Bordeaux, Storycode Bordeaux a organisé le 17 octobre 2016 une soirée sur le thème de l’écriture interactive à laquelle j’ai été convié pour une intervention introductive. J’ai décidé de parler de “l’utilité” de la création interactive devant un parterre d’environ 80 personnes et en compagnie d’invités de luxe. Etant souvent confronté à la question “mais à quoi ça sert ?” Ou encore “et en quoi c’est mieux qu’un film ?” , j’ai eu envie de mettre en avant les pouvoirs uniques des narrations interactives. Aujourd’hui, les webséries et la réalité virtuelle semblent dominer le haut du panier, tant chez les diffuseurs que chez les fonds de financement comme le CNC. Indirectement, mon intervention est une contribution à cette réflexion.

Les œuvres – PXN. The 100 Most Important Things To Know About Your Character (revised) Quote from original Author(Beth):This list came about when, one day while struggling to develop a character for an upcoming Hunter game, my lovely roommate Nikki looked at me and said something like, "Wouldn't it be cool to have a list of questions you could go through and answer while you were making characters, so you'd make sure to consider all sorts of different elements in their personality?

The 100 Most Important Things To Know About Your Character (revised)

" I agreed, and that very evening we sat down over hot chocolate and ramen noodles to whip up a list of 100 appearance-, history-, and personality-related questions (which seemed like a nice even number) to answer as a relatively easy yet still in-depth character building exercise. Later on, we went through the list again, took out the questions that sucked (because there were a lot of them) and replaced them with better ones. What you see before you is the result of that second revision. Just don't email us specifically to tell us how much we suck. That only results in cranky gamerchicks. Janet Murray. Janet Murray is a professor in the School of Literature, Media, and Communication at the Georgia Institute of Technology.

Janet Murray

Before coming to Georgia Tech in 1999, she was a Senior Research Scientist in the Center for Educational Computing Initiatives at MIT, where she taught humanities and led advanced interactive design projects since 1971. She is well known as an early developer of humanities computing applications, a seminal theorist of digital media, and an advocate of new educational programs in digital media. Work and contributions[edit] Janet Murray design projects include a digital edition of the Warner Brothers classic, Casablanca.[1] In addition she directs an eTV Prototyping Group, which has worked on interactive television applications for PBS, ABC, MTV, Turner, and other networks.

Scrollitelling : quel outil pour vos récits multimédias immersifs ? Un an après Snow Fall, les formats multimédias immersifs (parfois baptisés « scrollitelling ») se multiplient sur les sites de presse, et des outils commencent à apparaître pour épauler les journalistes. Plateformes wysiwyg, extensions WordPress, scripts open source à coder : voici un panorama des solutions disponibles à ce jour. ↑1 » Les plateformes en ligne Pas besoin de mettre les mains dans le code… ou si peu.

GDC: Blow's Ten New Challenges For Game Design. At his GDC session, independent designer Jonathan Blow (Braid) suggested that game design might be too ambitious in aiming to add meaning to games by richening characters and developing less linear stories.

GDC: Blow's Ten New Challenges For Game Design

Instead, he offered ten easier problems with which to begin in order to build a foundation for deeper meaning and engagement. "I don't really like saying the same thing twice," began Blow, explaining that he had no plans to repeat the same talk he gave in Montreal in November. This talk, he said, would focus on an area that didn't get as detailed a treatment as it would have -- and yet he began with Daniel Radosh's Halo 3 review again, which said that games would need to "stop pandering to the player's demand for mastery in favor of enhancing the player's intellectual and emotional life. " "The question that Daniel puts forth is, how do we make games more emotional and meaningful? " Began Blow.

Convergent Devices, Dissonant Genres: From Point and Click to Touch and Play par Anastasia Salter sur Prezi. Information Culture: Semester Topics. 21 tips for better visual storytelling. Fear of Twine. The Hand Eye Society » WordPlay. WordPlay A free one-day festival celebrating the most interesting uses of writing and words in contemporary games.

The Hand Eye Society » WordPlay

This event has passed, but you can see some photos of the event here and videos of the discussion and panel are below. To find out about our 2014 festival call for submissions and other annoucements, please sign up for our email list. What do writerly videogames look like? Come check out our showcase and play 20+ examples. Featuring the world première of the latest Kentucky Route Zero release: the intermission between Acts 2 and 3, entitled “The Entertainment.”

Saturday, Nov. 16th from 12-5pmToronto Reference Library789 Yonge St. at BloorFree. Making Adventure Games in the Classroom – ProfHacker - Blogs. My love of games started outside the classroom when I first discovered wannabe pirates and world-dominating evil tentacles in adventure games.

Making Adventure Games in the Classroom – ProfHacker - Blogs

Adventure games are generally story-based games where you take the role of a character on a quest. They almost always focus on puzzles rather than combat or reflex-driven gameplay, which makes them particularly accessible to new gamers. Jonas Kyratzes. Fear of Twine is an online exhibition of text-based games made by a highly diverse group of people from all around the world.

Jonas Kyratzes

It’s not just diverse in its list of authors, though: it has everything from fantasy to horror to science fiction to deeply personal explorations of kink to abstract political fiction about working-class politics. The site’s a little minimalistic, but the content is fantastically rich. Fear of Twine features my new Lands of Dream game, The Matter of the Great Red Dragon. I know I’m supposed to be either insincerely humble or ridiculously boastful for the purposes of marketing, but the truth is that I’m just really happy that I got to make this game.

It turned out exactly as I wanted it to and thinking about it gives me the warm, fuzzy feeling of having met some old friends and found that we still get along.