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A '''narrative designer''' is a role in contemporary [[video game]] development, the focus of which is to design the narrative elements of a game, and to champion story within the development process, which differentiates is from the role of [[game writer]] The ''Narrative designer''as first defined by [[Stephen Dinehart]] in his 2006 Job Description for [[THQ]] based [[Marsha Kinder]]s [[Database Narratives]]. [[Narratology]] as a study has looked at the design of narrative as an artifact, [[narrative design]], in writing since it's inception, but the role of the [[narrative designer]] in [[interactive story]] differs in that it is an active process to create [[story]]. <reaf>http://narrativedesign.org/2011/09/what-is-a-narrative-designer-3/</ref>
A '''narrative designer''' is a role in contemporary [[video game]] development, the focus of which is to design the narrative elements of a game, and to champion story within the development process, which differentiates is from the role of [[game writer]] The ''Narrative designer''as first defined by [[Stephen Dinehart]] in his 2006 Job Description for [[THQ]] based [[Marsha Kinder]]s [[Database Narratives]]. [[Narratology]] as a study has looked at the design of narrative as an artifact, [[narrative design]], in writing since it's inception, but the role of the [[narrative designer]] in [[interactive story]] differs in that it is an active process to create [[story]]. <ref>http://narrativedesign.org/2011/09/what-is-a-narrative-designer-3/</ref>


The idea has since spread throughout the industry, e.g. the first advertised 'narrative designer' job position, when [[THQ]] Canada dba [[Relic Entertainment]] worked with [[Stephen Dinehart]] to create a role on the initiative of Tarrnie Williams, General Manager, and Owen Hurley, Cinematics Director, in 2006 to "champion story". A role that was eventually offered to Dinehart. <ref>[http://www.gamasutra.com/view/feature/1530/narrative_design_for_company_of_.php Despain, Wendy (2006). "Narrative Design For Company Of Heroes: Stephen Dinehart On Writing For Games", Gamasutra article.]</ref>
The idea has since spread throughout the industry, e.g. the first advertised 'narrative designer' job position, when [[THQ]] Canada dba [[Relic Entertainment]] worked with [[Stephen Dinehart]] to create a role on the initiative of Tarrnie Williams, General Manager, and Owen Hurley, Cinematics Director, in 2006 to "champion story". A role that was eventually offered to Dinehart. <ref>[http://www.gamasutra.com/view/feature/1530/narrative_design_for_company_of_.php Despain, Wendy (2006). "Narrative Design For Company Of Heroes: Stephen Dinehart On Writing For Games", Gamasutra article.]</ref>

Revision as of 14:10, 1 November 2014

A narrative designer is a role in contemporary video game development, the focus of which is to design the narrative elements of a game, and to champion story within the development process, which differentiates is from the role of game writer The Narrative designeras first defined by Stephen Dinehart in his 2006 Job Description for THQ based Marsha Kinders Database Narratives. Narratology as a study has looked at the design of narrative as an artifact, narrative design, in writing since it's inception, but the role of the narrative designer in interactive story differs in that it is an active process to create story. [1]

The idea has since spread throughout the industry, e.g. the first advertised 'narrative designer' job position, when THQ Canada dba Relic Entertainment worked with Stephen Dinehart to create a role on the initiative of Tarrnie Williams, General Manager, and Owen Hurley, Cinematics Director, in 2006 to "champion story". A role that was eventually offered to Dinehart. [2]

References