LEADER 05865oam 2200853I 450 001 9910955919303321 005 20251214174950.0 010 $a9786612769139 010 $a9781136138539 010 $a1136138536 010 $a9781136138546 010 $a1136138544 010 $a9781282769137 010 $a1282769138 010 $a9780080928050 010 $a0080928056 024 7 $a10.4324/9780080928050 035 $a(CKB)1000000000579650 035 $a(EBL)365572 035 $a(OCoLC)499049900 035 $a(SSID)ssj0000122299 035 $a(PQKBManifestationID)11922711 035 $a(PQKBTitleCode)TC0000122299 035 $a(PQKBWorkID)10122895 035 $a(PQKB)10449759 035 $a(Au-PeEL)EBL4689318 035 $a(CaPaEBR)ebr11289095 035 $a(CaONFJC)MIL276913 035 $a(OCoLC)961456829 035 $a(OCoLC)958102579 035 $a(FINmELB)ELB134165 035 $a(CaSebORM)9780240810713 035 $a(MiAaPQ)EBC4689318 035 $a(MiAaPQ)EBC365572 035 $a(OCoLC)793292024 035 $a(OCoLC)ocn793292024 035 $a(EXLCZ)991000000000579650 100 $a20180706e20132009 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aCinematic game secrets for creative directors and producers $einspired techniques from industry legends /$fRich Newman 205 $a1st edition 210 1$aNew York :$cFocal Press,$d2013. 215 $a1 online resource (233 p.) 300 $aFirst published 2009. 311 08$a9781138427501 311 08$a1138427500 311 08$a9780240810713 311 08$a0240810716 320 $aIncludes bibliographical references and index. 327 $aFront 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 327 $aInterview: 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 327 $aPart 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 327 $a7.3 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 327 $a9.5 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 327 $aPart 3: Creating Your Own Cinematic Project 330 $aCinematography 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 606 $aVideo games$xDesign 606 $aCinematography$xSpecial effects 615 0$aVideo games$xDesign. 615 0$aCinematography$xSpecial effects. 676 $a794.8/1536 676 $a794.81536 700 $aNewman$b Rich$01860843 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910955919303321 996 $aCinematic game secrets for creative directors and producers$94466754 997 $aUNINA