Cinematic game secrets for creative directors and producers inspired techniques from industry legends
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam [u.a.]
Focal Press/Elsevier
2009
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Online-Zugang: | Table of contents only Inhaltsverzeichnis |
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LEADER | 00000nam a2200000zc 4500 | ||
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001 | BV036097080 | ||
003 | DE-604 | ||
005 | 20100419 | ||
007 | t| | ||
008 | 100325s2009 ne a||| |||| 00||| eng d | ||
010 | |a 2008028464 | ||
020 | |a 9780240810713 |c pbk. : alk. paper |9 978-0-240-81071-3 | ||
020 | |a 0240810716 |c pbk. : alk. paper |9 0-240-81071-6 | ||
035 | |a (OCoLC)229025943 | ||
035 | |a (DE-599)BVBBV036097080 | ||
040 | |a DE-604 |b ger |e aacr | ||
041 | 0 | |a eng | |
044 | |a ne |c NL | ||
049 | |a DE-703 | ||
050 | 0 | |a GV1469.3 | |
082 | 0 | |a 794.8/1536 | |
084 | |a SU 500 |0 (DE-625)143695: |2 rvk | ||
100 | 1 | |a Newman, Rich |e Verfasser |4 aut | |
245 | 1 | 0 | |a Cinematic game secrets for creative directors and producers |b inspired techniques from industry legends |c Rich Newman |
264 | 1 | |a Amsterdam [u.a.] |b Focal Press/Elsevier |c 2009 | |
300 | |a xii, 230 p. |b col. ill. |c 24 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes bibliographical references (p. 221-222) and index | ||
650 | 4 | |a Video games |x Design | |
650 | 4 | |a Cinematography |x Special effects | |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Entwurf |0 (DE-588)4121208-3 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Computerspiel |0 (DE-588)4010457-6 |D s |
689 | 0 | 1 | |a Entwurf |0 (DE-588)4121208-3 |D s |
689 | 0 | |5 DE-604 | |
856 | 4 | |u http://www.loc.gov/catdir/toc/ecip0823/2008028464.html |3 Table of contents only | |
856 | 4 | 2 | |m Digitalisierung UB Bayreuth |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018987548&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-018987548 |
Datensatz im Suchindex
_version_ | 1819591061152989184 |
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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 |
author_facet | Newman, Rich |
author_role | aut |
author_sort | Newman, Rich |
author_variant | r n rn |
building | Verbundindex |
bvnumber | BV036097080 |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.3 |
callnumber-search | GV1469.3 |
callnumber-sort | GV 41469.3 |
callnumber-subject | GV - Leisure and Recreation |
classification_rvk | SU 500 |
ctrlnum | (OCoLC)229025943 (DE-599)BVBBV036097080 |
dewey-full | 794.8/1536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1536 |
dewey-search | 794.8/1536 |
dewey-sort | 3794.8 41536 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
format | Book |
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id | DE-604.BV036097080 |
illustrated | Illustrated |
indexdate | 2024-12-23T22:59:26Z |
institution | BVB |
isbn | 9780240810713 0240810716 |
language | English |
lccn | 2008028464 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-018987548 |
oclc_num | 229025943 |
open_access_boolean | |
owner | DE-703 |
owner_facet | DE-703 |
physical | xii, 230 p. col. ill. 24 cm |
publishDate | 2009 |
publishDateSearch | 2009 |
publishDateSort | 2009 |
publisher | Focal Press/Elsevier |
record_format | marc |
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 http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018987548&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT newmanrich cinematicgamesecretsforcreativedirectorsandproducersinspiredtechniquesfromindustrylegends |