This practical handbook takes us on a step-by-step journey from pre-production through the rehearsal process, followed by focused advice on each genre from comedy to tragedy, Shakespeare to new plays and musicals. Special chapters offer strategies for dealing with difficult actors, working with producers and taking on the job of an Artistic Director. An indispensable guide to a director’s craft, packed full of advice and peppered with priceless anecdotes about the highs and the lows of a lifetime’s work in the theatre.
What are the practical and creative elements for becoming a director? How do you get started? What is the best way for actors, designers, and crew to work with directors? This guide provides regional theater companies and new directors with the knowledge and tools they need to produce successful shows. Drawing on years of experience directing and producing plays, Wilma Marcus Chandler covers such topics as: * How to read and analyze a script and really understand it * How to visualize your show * How to get started, researching and thinking about concept, music, lights, sound, costumes * How to hold auditions * How to talk to your case and crew--and how to listen * How to stage a play, using blocking, body movement, stage business, exits and entrances * How to prepare a production, including rehearsal techniques, time lines, budgets, royalties, publicity * How to prepare a career in directing
Exploring Movie Construction & Production contains eight chapters of the major areas of film construction and production. The discussion covers theme, genre, narrative structure, character portrayal, story, plot, directing style, cinematography, and editing. Important terminology is defined and types of analysis are discussed and demonstrated. An extended example of how a movie description reflects the setting, narrative structure, or directing style is used throughout the book to illustrate building blocks of each theme. This approach to film instruction and analysis has proved beneficial to increasing students¿ learning, while enhancing the creativity and critical thinking of the student.
(Limelight). A Field Guide to Actor Training will help you answer this question! The book is designed to be an introduction to various theater training methodologies, highlighting their basic tenets and comparing and contrasting each system of training and rehearsal. The goal is to provide a one-stop-shopping kind of resource for student/beginning actors who are seeking training through private studios or graduate schools and who crave guidance in selecting training that is right for them. Starting with the big question of "Why is actor training important?" and moving on to overviews of the major acting methodologies, vocal training, physical actor training, and advice on how to find the right kind of training for each individual, A Field Guide to Actor Training is an essential resource for the student actor.
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.