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Table of Contents
Cover; Half Title; Series; Title; Copyright; Contents; List of Figures; Acknowledgments; Preface; 1 Introduction: Long Ago at Sierra; Jensen's arrival at Sierra; Early collaborations at Sierra; Apprentice today, designer tomorrow; Uncovering Jensen's legacy; 2 Being Gabriel Knight: Character and Research-Driven Interactive Narrative; Playing as Gabriel Knight; Crafting memorable playable worlds; Puzzling through Jensen's worlds; Rebuilding Gabriel Knight in new dimensions; Comics and transmedia; Building characters in two dimensions; From Hollywood voice cast to film.
Escaping Flatland: The shift to 3DGabriel Knight and the end of an era; 3 Hidden Objects: Crafting Mystery through Dazzle and Reward; The casual games market; Jensen's early casual games and puzzle-driven design; Adapted worlds of hidden objects; Being Hercules Poirot: Adapting murder mysteries to hidden objects; Playing at Murder Club: Authoring diverse women characters; Detailed design for mystery; Exploring the potential of hidden objects for storytelling; Authoring casual games; Casual game designer as author; 4 Down Pinkerton Road: Jensen and the Adventure Game Renaissance.
Moving back to adventure games making Gray Matter; Leaving Oberon; Thinking through Gray Matter and Cognition; Founding (and funding) Pinkerton Road; Moebius; Mystery Game X; A Sierra renaissance?; 5 Jane Jensen: In Her Own Words; 6 Legacy of a Writer-Designer; Writer, designer, novelist; Plan D; Gameography; Notes; 1 Introduction: Long Ago at Sierra; 2 Being Gabriel Knight: Character and Research-Driven Interactive Narrative; 3 Hidden Objects: Crafting Mystery throughDazzle and Reward; 4 Down Pinkerton Road: Jensen Adventure gameure Game Renaissance; Works Cited; Index.
Escaping Flatland: The shift to 3DGabriel Knight and the end of an era; 3 Hidden Objects: Crafting Mystery through Dazzle and Reward; The casual games market; Jensen's early casual games and puzzle-driven design; Adapted worlds of hidden objects; Being Hercules Poirot: Adapting murder mysteries to hidden objects; Playing at Murder Club: Authoring diverse women characters; Detailed design for mystery; Exploring the potential of hidden objects for storytelling; Authoring casual games; Casual game designer as author; 4 Down Pinkerton Road: Jensen and the Adventure Game Renaissance.
Moving back to adventure games making Gray Matter; Leaving Oberon; Thinking through Gray Matter and Cognition; Founding (and funding) Pinkerton Road; Moebius; Mystery Game X; A Sierra renaissance?; 5 Jane Jensen: In Her Own Words; 6 Legacy of a Writer-Designer; Writer, designer, novelist; Plan D; Gameography; Notes; 1 Introduction: Long Ago at Sierra; 2 Being Gabriel Knight: Character and Research-Driven Interactive Narrative; 3 Hidden Objects: Crafting Mystery throughDazzle and Reward; 4 Down Pinkerton Road: Jensen Adventure gameure Game Renaissance; Works Cited; Index.