Saturday, December 28, 2019

Community Content Programs - Create content (DriveThruComics.com)

https://www.drivethrucomics.com/cc/0/default

Community Content Programs

Bringing Community, Creators, and Content together
DriveThruComics.com works with game publishers on two types of programs which allow you to create your own content for your favorite games
  • Roleplaying fans can make their own RPG content for D&D and other top roleplaying games through community content programs that allow you to create your own RPG supplements, upload them to DriveThruComics.com, and offer them to other fans.
  • Card games, board games, and roleplaying game card aids can all utilize our community card creators which allow you to easily create your own custom playing cards that match the official cards for a game. Cards you design can be printed and mailed to you through our high-quality print-on-demand card production. Shuffle in an over-powered joke card, an engagement ring card, or try out your serious game design chops with game expansion cards that you share with the game community.
Community Content
When you see a title listed on DriveThruComics.com as Community Content or noted by this icon,
then you know it’s produced by the game’s community.

Roleplaying Community Content Programs

Our roleplaying game community content programs began when we launched DMsGuild.com in association with Wizards of the Coast to allow D&D fans to create their own fifth edition titles and offer them for sale to other D&D fans. Then we launched programs with Margaret Weis Productions, Monte Cook Games, and Mongoose Publishing. We'll be adding programs for more games soon.

Learn how to publish your own creations in Roleplaying Community Content Programs or click a logo below to see the community resources and titles.

Community Card Creators

Use our card creator web application to build your own official-looking cards for some of your favorite games. Expand your game by trying out cards created by fellow community members. All cards are printed through our high-quality card printing service and shipped to your door.
Community Creators for Card Games

Create Your Own Cards at DriveThruCards Create Your Own Cards at DriveThruCards Create Your Own Cards at DriveThruCards
Create Your Own Cards at DriveThruCards Create Your Own Cards at DriveThruCards Create Your Own Cards at DriveThruCards
Create Your Own Cards at DriveThruCards Create Your Own Cards at DriveThruCards Create Your Own Cards at DriveThruCards
Community Creators for RPG Card Aids
NumeneraCardCreator
More Card Creators coming soon!

Thursday, December 19, 2019

Interactive Game Story Writer- Remote, Boke Technology Co., Ltd Company, Los Angeles, California

Boke Technology Ltd. is looking for talented writers and story tellers! Does this sound like you? 

You’ll be writing stories for our newest game Stories: Love and Choices. You’ll be working with our team of producers to delivery weekly quality content to our story-based app. Our ideal candidate writes stories with interesting characters and compelling narratives, is able to follow the established style and tone of our games

You’ll be using your imagination to write fantastical worlds filled with daring adventures, mysteries, romances and amazing characters, brought to life by your writing! Bring your world to life and share your stories with millions of other people! Join us if you have a passion for storytelling, writing intricate plots and sprinkling a dash of romance in the mix!

About the job:
  • Write new stories for our game Stories: love and choices
  • Create a new chapter every 1-2 weeks
  • Write compelling twists, plot lines and exclusive premium choices
  • Create intricate characters that the users will fall in love with
  • Play various interactive storytelling games, explore the target market and the demands of our target audience
 
About you:
  • 1+ years’ experience in writing for interactive storytelling games [MUST]
  • High level of proficiency in English
  • Ability to follow the established style of our games and adapt to the tone
  • A book lover, you love to read in your free time
  • A passionate gamer, especially games with developed narratives
Bonus points:
  • Previous experience in writing for story games/in the video game industry
 
If this sounds like your dream job, don’t hesitate to apply! Send us your CV and cover letter in English, as well as a sample of your writing to  storiesrecruit@boke.com


 We encourage you to download similar interactive games like Choices, Chapters and Episodes to have a feel of interactive game experience.  


Please send us a sample that will best showcase your ability to write for the game. If you have more than one relevant example, please don’t hesitate to send more!

How you match

Criteria provided by job poster

Skills

 Game Design 
    English
    Game Programming
    Storytelling
    Writing
Storytelling
  • Interactive Storytelling 
  •  Interactive Media
  • Sunday, September 22, 2019

    Video games can bring older family members’ personal history back to life September 18, 2019 12.06pm EDT

    https://theconversation.com/video-games-can-bring-older-family-members-personal-history-back-to-life-123065?utm_source=pocket-newtab

    It is one thing to learn about history in a classroom. But as any visitor to a living museum or historic site can tell you, a fantastic way to learn is to make a personal connection.

    In early 2019, media entrepreneur Mati Kochavi and his daughter Maya brought the stories of Eva Heyman, a Hungarian Jew who was murdered in Auschwitz, to social media with the simple question, “What if a girl in the Holocaust had Instagram?”Eva Stories” was a one-day project told through Instagram stories that amassed 200,000 followers before the morning it began and reached 1 million by its end the next day.

    Regular people care about the past, and can now engage with it in new ways. As a researcher of games and aging, I’m noticing a trend emerging that has the potential to build even more powerful emotional connections with its audience, through the crackling voices of people who lived through important historical times and events. My fellow game designers and I refer to it as “gaminiscing” – using the tools of video games to share personal history. 

    These projects, including my own, combine audio recordings of their subjects with modern gameplay, letting players explore a virtual environment to hear – and sometimes even experience – meaningful life stories that are told to them by the older adults who lived through them.

    Connecting generations

    In general, few video games portray older characters accurately. Often they’re presented as a cartoon, or an over-the-top caricature or in a dehumanizing way. Before gaminiscing, there was almost no opportunity for older people to use their own voices to tell authentic, personal stories.
    An early trailer for ‘Grandma Game.’ 
    https://www.youtube.com/watch?v=-JXslq_6Muc#action=share
    “Grandma Game” is the working title of an intergenerational game by brothers and media artists James and Joe Cox, in collaboration with their grandmother, Barbara. The game is a walking simulator, a popular genre of video games in which players trigger stories by exploring 3D environments. In “Grandma Game,” players find themselves inside the watercolor paintings done by Barbara and her grandsons, while hearing her tell stories of what the images and places mean to her.
    The game intentionally limits a player’s interaction, to make it more fun for Barbara herself to play it. 

    “We want the game to be playable (and enjoyable) to her, so we have to design the controls and play around what she can understand and handle,” James told me in an email. “She sees it as a way to preserve her family’s history and as an opportunity to share skills with, and learn from, her grandchildren. Both our watercolor painting sessions and audio recording sessions have given us the chance to spend … quality time with our grandmother – time focused on creating work together as artists.”

    Looking at history

    Other games have emerged that take on more expansive historical topics, though still using very personal experiences. 

    “Memories of Manzanar and Tule Lake” is the working title of a game aiming to recreate the stories of the game designer’s Japanese American grandparents during their time in an internment camp following the bombing of Pearl Harbor. In the game, players will be able to direct their own journey, interacting with other internees and learning about personal experiences with pivotal events in history, like the infamous loyalty questionnaire, and joining the U.S. Army.

    Similar to the Cox brothers, game designer Brent Shiohama wishes to honor his grandparents, the bravery of interned families, and the Japanese Americans who served in the 100th Infantry Battalion/442nd Infantry Regimental Combat Team.
    A virtual reality game explores one boy’s experience of World War II in France.
    https://www.youtube.com/watch?v=Q6tqg__x2P0#action=share 
    La Peur Bleue” tells the stories of the creator’s grandfather in World War II France. The artist states, “By focusing on specific, emotional moments from my grandfather’s past, you are given the opportunity to experience the context of the war and empathize with the emotions my grandfather felt.” Players interact with objects in recreated locations and hear a grandfather reminisce about his past, adding another layer of historical immersion by using virtual reality rather than just a computer screen.

    My own game, the forthcoming “Brukel,” uses recordings of my grandmother’s own voice, to tell stories of her childhood growing up on an occupied farm in Belgium during World War II. 

    As the player, you enter the Brukel farmhouse equipped with your smartphone camera and a vague list of topics that your grandmother told you about. By photographing items that match well with each topic, you unlock audio recordings in which she reveals her past to you. 

    However, when it eventually gets dark, you find yourself trapped in the house as the ghosts of the past come to life. Through a series of survival-based vignettes, you must try to outlast some of the horror stories that my grandmother lived through as a teenage girl, while slowly learning about how the war deeply affected everyone in the family.
    A Belgian grandmother tells the story of her childhood in ‘Brukel.’
    https://www.youtube.com/watch?v=9P-alvHXGnc#action=share 

    A welcoming response

    Even before the release of “Brukel,” I have been able to showcase it, most notably at an event at the Smithsonian American Art Museum in early August 2019. So far, playtesters have told me they appreciate its ability to engage the player through the use of modern technology.

    Because of my own research, I had anticipated that older gamers would appreciate “Brukel” for its meaningful engagement and mature story. Those are two qualities that my research has shown are paramount to older gamers. In particular, for my qualitative work, I met a number of older adults who deliberately sought out games that would meaningfully contribute to their interest in the post-World War II era.

    For example, an 82-year-old Belgian man told me, “I barely remember the Second World War but I was a child back then. What I remember is extremely vivid, though. The lights, the bombings, the noise. Airplanes flying over our house and being shot down. I can still see it. It was an adventure, and I relive that adventure by playing games about it.”

    Similarly, another Belgian man, aged 62, explained, “I recently went to Normandy; it is amazing to visit places in games that you can later on visit in real life. You have never been there but you know the place from the game. They can be so realistic.”

    However, I had not expected the response that “Brukel” received from children. At the Smithsonian event, people from all age groups – including pre-kindergartners and octogenarians – played “Brukel.” As a group, pre-teens turned out to be most engaged with the game, spending the most time playing it and even returning multiple times over the two-day event to play it again.

    When I spoke with the parents of these young gamers, the general theme of their response was that they loved how engaged their children were with “Brukel” while learning about history. One parent told me, “They’re going to play video games regardless, so it’s great that they’re drawn to something educational.” Another parent who said his child was on the autism spectrum and had trouble concentrating in school praised “Brukel” for its ability to engage with his son. He said his son was more comfortable learning through playing the game because he was familiar with using a keyboard and mouse, which he found far less stressful than being in a classroom.

    I don’t think it’s a coincidence that many of these gaminiscing projects are centered around war. The 75th anniversary of the end of World War II will be in 2020; as those who faced its terrors firsthand die, the stories of their experiences are fading away. The risk – and my concern – is that society collectively will forget the lessons and the promises of “never again.”

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