Cinematic game secrets for creative directors and producers inspired techniques from industry legends

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1. Verfasser: Newman, Rich (VerfasserIn)
Format: Buch
Sprache:English
Veröffentlicht: Amsterdam [u.a.] Focal Press/Elsevier 2009
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Datensatz im Suchindex

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adam_text CONTENTS V CONTENTS Introduction ............................................................................................................xi What is Cinematic? .........................................................................................xi Part 1 GAME INDUSTRY PRIMER ......................................................................1 Chapter 1 The Production Process ....................................................................3 1.1 Lifecycle of a Video Game .........................................................................3 1.2 Types of Games .........................................................................................7 1.3 Brainstorming and Initial Decisions .......................................................13 1.4 Using GameTheory .................................................................................14 Interview, Game Design andTheory: Noah Falstein, Game Developer Magazine ..........................................................................15 Chapter 2 Understanding Preproduction .......................................................21 2.1 Script Development ................................................................................23 2.2 Hiring the Crew ........................................................................................24 2.3 Learning to Scrum ...................................................................................26 2.4 Iterative and Waterfall Development Models ........................................27 2.5 Project Management ...............................................................................28 2.6 Budgeting .................................................................................................29 2.7 Scheduling ................................................................................................31 Interview: Warren Spector, Founder, Junction Point Studios ....................32 Chapter 3 Production in the Game Industry ...................................................37 3.1 Technology andTools ...............................................................................38 3.2 Design Production ...................................................................................39 3.3 Art Production ..........................................................................................39 3.4 Engineering Production ..........................................................................40 3.5 TheTeam ..................................................................................................42 3.6 Sound Design ..........................................................................................43 3.7 Motion Capture and Voiceover ...............................................................44 VI CONTENTS 3.8 Testing and Quality Assurance ..............................................................46 Interview: Ray Pena, Senior Animator, Spacetime Studios .......................47 Chapter 4 Postproduction .................................................................................51 4.1 Code Release and Gold Master ..............................................................52 4.2 Builds and Localization ...........................................................................52 4.3 Marketing and PR ....................................................................................54 4.4 Rating Systems, Demos, and Guides .....................................................55 4.5 Archiving ..................................................................................................57 Interview: Ron Burke, Director/Founder of GamingTrend .........................58 Part 2 INCORPORATING CINEMATIC SKILLS ................................................63 Chapter 5 Writer .................................................................................................65 5.1 Format and Script Development ............................................................66 5.2 Character Development ..........................................................................68 5.3 Themes and Symbolism .........................................................................70 5.4 Structure ...................................................................................................71 5.5 Three-Act Structure .................................................................................72 5.6 Style .........................................................................................................75 Interview: Daniel Erickson, Writer at BioWare ............................................75 Chapter 6 Storyboard and Concept Art ..........................................................79 6.1 Using Basic Design Documentation ......................................................80 6.2 Seeing the Story ......................................................................................81 6.3 Nonlinear Thinking .................................................................................82 6.4 Storyboarding Process ...........................................................................83 6.5 Cut-Scenes ...............................................................................................84 6.6 Storyboards and Interactive Media .......................................................86 Interview: Mathieu Raynault, Digital Matte Painter ....................................87 Chapter 7 Cinematography for Games ...........................................................91 7.1 Five C s of Cinematography ....................................................................91 7.2 Rule of Thirds ...........................................................................................94 7.3 Achieving the Look ...................................................................................95 CONTENTS VII 7.4 Lighting in Games ....................................................................................97 7.5 Camera Movement ..................................................................................99 7.6 Staging ....................................................................................................100 7.7 Blocking ....................................................................................................101 Interview: Bruce Block, Author of The Visual Story ..................................102 Chapter 8 Producer ..........................................................................................107 8.1 Job Description ......................................................................................107 8.2 Types of Producers in the Game Industry ...........................................108 8.3 Honing Your Production Skills ...............................................................110 8.4 Cinematic Development ........................................................................112 8.5 Risk Management ..................................................................................114 8.6 Preproduction Planning .........................................................................114 8.7 Managing Money, Assets, andTime .....................................................117 8.8 Postproduction .......................................................................................118 Interview: Bob Sabiston, Founder of Flat Black Films ...............................119 Chapter 9 Casting .............................................................................................123 9.1 Casting forVoiceover .............................................................................124 9.2 Casting for Motion Capture ..................................................................126 9.3 Using Celebrities ...................................................................................127 9.4 FindingTalent .........................................................................................128 9.5 Sides and Character Breakdowns ........................................................129 9.6 Auditions ................................................................................................130 Interview: Donise Hardy, Casting Director .................................................131 Chapter 10 Directing ........................................................................................133 10.1 The Concept Meeting ..........................................................................133 10.2 Communicating Vision ........................................................................135 10.3 Location Scouting ................................................................................136 10.4 Working with the Cinematographer ...................................................138 10.5 DirectingTalent ....................................................................................138 10.6 Script Supervision and Continuity .....................................................139 10.7 Directing Cut-Scenes ...........................................................................140 VIII CONTENTS 10.8 Cut-Scenes Versus In-Game Cinematics ............................................141 Interview: Jay Duplass, Director .................................................................143 Chapter 11 Sound Design ................................................................................147 11.1 Cinematic Music ...................................................................................148 11.2 Tools for Great Sound .........................................................................149 11.3 Sound Effects and Sampling ...............................................................150 11.4 Effective Sound Design .......................................................................152 Interview: Marc Schaefgen, Sound Designer ............................................153 Part 3 CREATING YOUR OWN CINEMATIC PROJECT ................................159 Chapter 12 Getting Started ..............................................................................161 12.1 Setting UpYourVideo Game Company .............................................162 12.2 Maintaining Your Studio ......................................................................165 12.3 Getting Noticed ....................................................................................166 12.4 Protecting Your Idea .............................................................................168 12.5 Your Concept ........................................................................................168 12.6 Attracting the Game Industry .............................................................170 12.7 Using Your Soft Skills ...........................................................................170 12.8 Learning How to Pitch .........................................................................172 Interview: Richard Rouse III, Game Designer ............................................174 Chapter 13 The Game Business .....................................................................181 13.1 Business Plan .......................................................................................182 13.2 Mission Statement and Risk Analysis ................................................183 13.3 Crossover Appeal .................................................................................184 13.4 Success with Marketing ......................................................................184 13.5 Incentives and Fundraising .................................................................187 13.6 Publishing 101......................................................................................187 Interview: Patrick Hamilton, President of Wardog Studios ......................190 Chapter 14 Legal Issues ..................................................................................197 14.1 Intellectual Property .............................................................................197 14.2 Copyrights andTrademarks ................................................................198 CONTENTS IX 14.3 Nondisclosure Agreements and Contracts ........................................199 14.4 Developer and Publisher Agreements ...............................................200 14.5 Covering the Bases ..............................................................................201 Interview:Tom Buscaglia, Game Attorney .................................................202 Postmortem .........................................................................................................209 Appendix A: Extras .............................................................................................211 Sample Game Design/Concept ....................................................................211 Production Flowchart ...................................................................................213 Sample Basic Schedule ...............................................................................213 Sample Budget ............................................................................................214 Sample Staffing Plan ...................................................................................215 Sample Script Breakdown ...........................................................................217 Sample Character Breakdown ....................................................................218 Interview Credits ................................................................................................219 Bibliography ........................................................................................................221 Glossary ................................................................................................................223 Index .....................................................................................................................227
any_adam_object 1
author Newman, Rich
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dewey-hundreds 700 - The arts
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indexdate 2024-12-23T22:59:26Z
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physical xii, 230 p. col. ill. 24 cm
publishDate 2009
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spellingShingle Newman, Rich
Cinematic game secrets for creative directors and producers inspired techniques from industry legends
Video games Design
Cinematography Special effects
Computerspiel (DE-588)4010457-6 gnd
Entwurf (DE-588)4121208-3 gnd
subject_GND (DE-588)4010457-6
(DE-588)4121208-3
title Cinematic game secrets for creative directors and producers inspired techniques from industry legends
title_auth Cinematic game secrets for creative directors and producers inspired techniques from industry legends
title_exact_search Cinematic game secrets for creative directors and producers inspired techniques from industry legends
title_full Cinematic game secrets for creative directors and producers inspired techniques from industry legends Rich Newman
title_fullStr Cinematic game secrets for creative directors and producers inspired techniques from industry legends Rich Newman
title_full_unstemmed Cinematic game secrets for creative directors and producers inspired techniques from industry legends Rich Newman
title_short Cinematic game secrets for creative directors and producers
title_sort cinematic game secrets for creative directors and producers inspired techniques from industry legends
title_sub inspired techniques from industry legends
topic Video games Design
Cinematography Special effects
Computerspiel (DE-588)4010457-6 gnd
Entwurf (DE-588)4121208-3 gnd
topic_facet Video games Design
Cinematography Special effects
Computerspiel
Entwurf
url http://www.loc.gov/catdir/toc/ecip0823/2008028464.html
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