BEAT: the Behavior Expression Animation Toolkit
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Interactive Storytelling: Techniques for 21st Century Fiction
Interactive Storytelling: Techniques for 21st Century Fiction
Game Development Essentials: Story & Character
Game Development Essentials: Story & Character
Desiging Character-Based Console Games
Desiging Character-Based Console Games
Game Writing: Narrative Skills for Videogames (Charles River Media Game Development (Paperback))
Game Writing: Narrative Skills for Videogames (Charles River Media Game Development (Paperback))
Game Writing Handbook
A documental approach to adventure game development
Science of Computer Programming
ScriptEase: A generative/adaptive programming paradigm for game scripting
Science of Computer Programming
Branching storylines in virtual reality environments for leadership development
IAAI'04 Proceedings of the 16th conference on Innovative applications of artifical intelligence
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Storytelling can play a very important role in the success of modern video games. Unfortunately, it can be quite difficult for writers to directly create and integrate story content into games on their own, and they must instead rely upon programmers and others on the development team to implement their stories. This needlessly complicates the game development process, leading to increased costs, more strain on developer time, and loss of creative control and, potentially, story quality as a result. Consequently, tools and supports are necessary to enable writers to generate story content for games directly, with minimal programming or programmer assistance required, if any. This paper examines the use of specialized story scripting elements to automate the production of cinematics and cut-scenes for video games. These elements allow writers to specify their stories in a well-defined, structured format that can be acted out automatically by software. This paper discusses these story scripting elements in depth, along with a prototype software engine capable of using these elements for cinematic and cut-scene automation. This paper also presents experiences with using this engine to recreate cinematics and cut-scenes from existing commercial video games.