| |
|
|
|
|
|
|
|
|
1. |
Record Nr. |
UNINA9910458474503321 |
|
|
Autore |
Schenwar Maya |
|
|
Titolo |
Locked down, locked out : why prison doesn't work and how we can do better / / Maya Schenwar |
|
|
|
|
|
|
|
Pubbl/distr/stampa |
|
|
Oakland, California : , : Berrett-Koehler Publishers, Inc., , 2014 |
|
©2014 |
|
|
|
|
|
|
|
|
|
ISBN |
|
1-62656-271-7 |
1-62656-270-9 |
|
|
|
|
|
|
|
|
Edizione |
[First edition.] |
|
|
|
|
|
Descrizione fisica |
|
1 online resource (303 p.) |
|
|
|
|
|
|
Disciplina |
|
|
|
|
|
|
Soggetti |
|
Imprisonment - United States |
Alternatives to imprisonment - United States |
Corrections - United States |
Criminals - Rehabilitation - United States |
Justice, Administration of - United States |
Electronic books. |
|
|
|
|
|
|
|
|
Lingua di pubblicazione |
|
|
|
|
|
|
Formato |
Materiale a stampa |
|
|
|
|
|
Livello bibliografico |
Monografia |
|
|
|
|
|
Note generali |
|
Description based upon print version of record. |
|
|
|
|
|
|
Nota di bibliografia |
|
Includes bibliographical references and index. |
|
|
|
|
|
|
Nota di contenuto |
|
Cover Page; Title Page; Copyright Page; Dedication; Contents; Introduction Into the Hole; Part One: Coming Apart; 1 The Visiting Room; 2 The 100-Year Communication Rewind; 3 On the Homefront; 4 "Only Her First Bid"; 5 Disposable Babies; Part Two: Coming Together; 6 The Case for a Pen Pal; 7 Working from the Inside Out: Decarcerate!; 8 Telling Stories; 9 The Peace Room; 10 A Wakeup; Epilogue: Not an Ending; Notes; Resources; Acknowledgments; Index; About the Author; Footnotes; Introfn; Ch05fn; Ch08fn; Ch09fn |
|
|
|
|
|
|
|
|
Sommario/riassunto |
|
Through the stories of prisoners and their families, including her own family's experiences, Maya Schenwar shows how the institution that locks up 2.3 million Americans and decimates poor communities of color is shredding the ties that, if nurtured, could foster real collective safety. As she vividly depicts here, incarceration takes away the very things that might enable people to build better lives. But looking toward a future beyond imprisonment, Schenwar profiles community-based initiatives that successfully deal with problems-both individual |
|
|
|
|
|
|
|
|
|
|
|
|
|
harm and larger social wrongs-through connectio |
|
|
|
|
|
|
2. |
Record Nr. |
UNINA9910453785103321 |
|
|
Autore |
Newman Rich |
|
|
Titolo |
Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman |
|
|
|
|
|
|
|
Pubbl/distr/stampa |
|
|
New York : , : Focal Press, , 2013 |
|
|
|
|
|
|
|
ISBN |
|
1-136-13853-6 |
1-136-13854-4 |
1-282-76913-8 |
9786612769139 |
0-08-092805-6 |
|
|
|
|
|
|
|
|
Edizione |
[1st edition] |
|
|
|
|
|
Descrizione fisica |
|
1 online resource (233 p.) |
|
|
|
|
|
|
Disciplina |
|
|
|
|
|
|
Soggetti |
|
Video games - Design |
Cinematography - Special effects |
Electronic books. |
|
|
|
|
|
|
|
|
Lingua di pubblicazione |
|
|
|
|
|
|
Formato |
Materiale a stampa |
|
|
|
|
|
Livello bibliografico |
Monografia |
|
|
|
|
|
Note generali |
|
|
|
|
|
|
Nota di bibliografia |
|
Includes bibliographical references and index. |
|
|
|
|
|
|
Nota di contenuto |
|
Front Cover; Cinematic Game Secrets for Creative Directors and Producers; Copyright Page; Contents; Introduction; What is Cinematic?; Part 1: Game Industry Primer; Chapter 1.The Production Process; 1.1 Lifecycle of a Video Game; 1.2 Types of Games; 1.3 Brainstorming and Initial Decisions; 1.4 Using Game Theory; Interview,Game Design and Theory: Noah Falstein, Game Developer Magazine; Chapter 2. Understanding Preproduction; 2.1 Script Development; 2.2 Hiring the Crew; 2.3 Learning to Scrum; 2.4 Iterative and Waterfall Development Models; 2.5 Project Management; 2.6 Budgeting; 2.7 Scheduling |
Interview: Warren Spector, Founder, Junction Point StudiosChapter 3. Production in the Game Industry; 3.1 Technology and Tools; 3.2 Design Production; 3.3 Art Production; 3.4 Engineering Production; 3.5 The Team; 3.6 Sound Design; 3.7 Motion Capture and Voiceover; 3.8 Testing and Quality Assurance; Interview: Ray Pena, Senior Animator, |
|
|
|
|
|
|
|
|
|
|
|
Spacetime Studios; Chapter 4. Postproduction; 4.1 Code Release and Gold Master; 4.2 Builds and Localization; 4.3 Marketing and PR; 4.4 Rating Systems, Demos, and Guides; 4.5 Archiving; Interview: Ron Burke, Director/Founder of GamingTrend |
Part 2: Incorporating Cinematic SkillsChapter 5. Writer; 5.1 Format and Script Development; 5.2 Character Development; 5.3 Themes and Symbolism; 5.4 Structure; 5.5 Three-Act Structure; 5.6 Style; Interview: Daniel Erickson, Writer at Bioware; Chapter 6. Storyboard and Concept Art; 6.1 Using Basic Design Documentation; 6.2 Seeing the Story; 6.3 Nonlinear Thinking; 6.4 Storyboarding Process; 6.5 Cut-Scenes; 6.6 Storyboards and Interactive Media; Interview: Mathieu Raynault, Digital Matte Painter; Chapter 7. Cinematography for Games; 7.1 Five C's of Cinematography; 7.2 Rule of Thirds |
7.3 Achieving the Look7.4 Lighting in Games; 7.5 Camera Movement; 7.6 Staging; 7.7 Blocking; Interview: Bruce Block, Author of the Visual Story; Chapter 8. Producer; 8.1 Job Description; 8.2 Types of Producers in the Game Industry; 8.3 Honing Your Production Skills; 8.4 Cinematic Development; 8.5 Risk Management; 8.6 Preproduction Planning; 8.7 Managing Money, Assets, and Time; 8.8 Postproduction; Interview: Bob Sabiston, Founder of Flat Black Films; Chapter 9. Casting; 9.1 Casting for Voiceover; 9.2 Casting for Motion Capture; 9.3 Using Celebrities; 9.4 Finding Talent |
9.5 Sides and Character Breakdowns9.6 Auditions; Interview: Donise Hardy, Casting Director; Chapter 10. Directing; 10.1 The Concept Meeting; 10.2 Communicating Vision; 10.3 Location Scouting; 10.4 Working with the Cinematographer; 10.5 Directing Talent; 10.6 Script Supervision and Continuity; 10.7 Directing Cut-Scenes; 10.8 Cut-Scenes Versus In-Game Cinematics; Interview: Jay Duplass, Director; Chapter 11. Sound Design; 11.1 Cinematic Music; 11.2 Tools for Great Sound; 11.3 Sound Effects and Sampling; 11.4 Effective Sound Design; Interview: Marc Schaefgen, Sound Designer |
Part 3: Creating Your Own Cinematic Project |
|
|
|
|
|
|
Sommario/riassunto |
|
Cinematography for Games covers the space between the game and film industries by pointing out the most relevant cinematic techniques in today's hottest games, and including interviews with the game industry's greatest luminaries (including Will Wright: Sims legend, Harvey Smith, legendary game Deus Ex, Warren Spector creator of one of the original game companies, Origin).The convergence of games and film is a widely discussed and debated topic in the game industry. Many major publishers, along with some high-profile directors (John Woo, James Cameron, Steven S |
|
|
|
|
|
|
|
| |