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Sports Night: “La Forza del Destino”/“Quo Vadimus”
"the kinds of people Aaron Sorkin makes shows about, people who care deeply about what they do, who work hard together and fight with each other about how to do it best, who frequently agonize over how to get their work done well—those are people with whom I tend to fall in love. Very few creators are making shows about those people. They are people who constantly run the risk of turning into overearnest, terminally serious bureaucrats. By placing them in the communications business, Sorkin tries to keep them grounded by making them responsible to an audience" this is a much better description and explanation of why competence porn is so attractive to me, and the insight of placing characters in the communication business to make them "responsible to an audience" was pretty revelatory.
aaronsorkin  sportsnight  writing  storytelling  drama  characters 
yesterday by danhon
The Ren'Py Visual Novel Engine
"Ren'Py is a visual novel engine – used by thousands of creators from around the world – that helps you use words, images, and sounds to tell interactive stories that run on computers and mobile devices. These can be both visual novels and life simulation games. The easy to learn script language allows anyone to efficiently write large visual novels, while its Python scripting is enough for complex simulation games.

Ren'Py is open source and free for commercial use.

Ren'Py has been used to create over 1,500 visual novels, games, and other works. You can find them at the official Ren'Py Games List, and the list of Games made with Ren'Py on itch.io."
games  gaming  gamedesign  design  ren'py  visualnovels  if  interactivefiction  lifesimulation  software  mac  osx  linux  chromeos  chrome  android  ios  applications  windows  gamemaking  classideas  writing  multiliteracies  opensource  onlinetoolkit  storytelling 
yesterday by robertogreco
The Seven Deadly Sins of Storytelling - IDEO U
DEADLY SIN #1: Excessive Throat Clearing
DEADLY SIN #2: Professional Boring Mode
DEADLY SIN #3: Reading the Slides
DEADLY SIN #4: Failure to Rehearse

DEADLY SIN #5: Living in the Abstract Space
Sometimes it feels smart to be objective and talk about high-level truths. But stories run on specifics. Audiences remember detail. Especially sensorial detail, "It was a dark and stormy night...." Humans engage stories through their senses. That being said, try to make sure the details are relevant to the point of your story. If it's an optimistic story, include details that are uplifting, and so forth.

DEADLY SIN #6: Not Knowing Your Audience
DEADLY SIN #7: The Non-ending Ending
storytelling  presentations  LoveFirst 
4 days ago by KuraFire
twitter.com : Dan Hett
hey Brighton, this is tomorrow. I'll be nattering with the @sheffdocfest folks about The Loss Levels, my recent games work, and how to tell both very big and very small stories with videogames.

free-as-in-beer, but ticket needed: https://twitter.com/LighthouseArts/status/1041605234513125376
interactivenarrative  interactive  if  storytelling  games 
4 days ago by mildlydiverting
Odyssey.js
Built for designers, journalist and non-technical people can tell their stories
maps  design  storytelling  tools 
4 days ago by VoxPelli

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