3D Studio MAX R3 : guida avanzata / Rob Polevoi |
Autore | Polevoi, Rob |
Pubbl/distr/stampa | Milano : Apogeo, c1999 |
Descrizione fisica | xxi, 784 p., [32] p. of plates : ill. (some col.) ; 24 cm. + 1 CD ROM |
Disciplina | 006.6869 |
Soggetto topico |
Computer animation
Cinematography - Special effects |
ISBN | 8873036767 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | ita |
Record Nr. | UNISALENTO-991000693899707536 |
Polevoi, Rob | ||
Milano : Apogeo, c1999 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. del Salento | ||
|
Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman |
Autore | Newman Rich |
Edizione | [1st edition] |
Pubbl/distr/stampa | New York : , : Focal Press, , 2013 |
Descrizione fisica | 1 online resource (233 p.) |
Disciplina | 794.8/1536 |
Soggetto topico |
Video games - Design
Cinematography - Special effects |
Soggetto genere / forma | Electronic books. |
ISBN |
1-136-13853-6
1-136-13854-4 1-282-76913-8 9786612769139 0-08-092805-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910453785103321 |
Newman Rich | ||
New York : , : Focal Press, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman |
Autore | Newman Rich |
Edizione | [1st edition] |
Pubbl/distr/stampa | New York : , : Focal Press, , 2013 |
Descrizione fisica | 1 online resource (233 p.) |
Disciplina | 794.8/1536 |
Soggetto topico |
Video games - Design
Cinematography - Special effects |
ISBN |
1-136-13853-6
1-136-13854-4 1-282-76913-8 9786612769139 0-08-092805-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910782426203321 |
Newman Rich | ||
New York : , : Focal Press, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Cinematic game secrets for creative directors and producers : inspired techniques from industry legends / / Rich Newman |
Autore | Newman Rich |
Edizione | [1st edition] |
Pubbl/distr/stampa | New York : , : Focal Press, , 2013 |
Descrizione fisica | 1 online resource (233 p.) |
Disciplina |
794.8/1536
794.81536 |
Soggetto topico |
Video games - Design
Cinematography - Special effects |
ISBN |
1-136-13853-6
1-136-13854-4 1-282-76913-8 9786612769139 0-08-092805-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910811724003321 |
Newman Rich | ||
New York : , : Focal Press, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Digital storytelling [[electronic resource] ] : the narrative power of visual effects in film / / Shilo T. McClean |
Autore | McClean Shilo T |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, c2007 |
Descrizione fisica | 1 online resource (318 p.) |
Disciplina | 791.4302/4 |
Soggetto topico |
Cinematography - Special effects
Digital video Digital cinematography Motion picture authorship |
Soggetto genere / forma | Electronic books. |
ISBN |
1-280-49907-9
9786613594303 0-262-30418-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents; Preface; Acknowledgments; 1 The Bastard Spawn: Hollywood Computer-Generated-Effects Movies-Some Introductory Comments; 2 Once upon a Time: Story and Storycraft; 3 I'm Sorry Dave, I'm Afraid I Can't Do That: The Technology of Digital Visual Effects; 4 Trick or Treat: A Framework for the Narrative Uses of Digital Visual Effects in Film; 5 If You Are Falling, Leap: The Hero's Journey; 6 The Teller and the Tale: The "Chinese Whispers" of Adaptation; 7 It Goes Like This: The Relationship between Digital Visual Effects and Genre
8 So Here's the Deal: A Case Study Considering the Influence of Franchise Filmmaking and Its Relationship to Digital Visual Effects9 ET 2 AI: Steven Spielberg; 10 Somewhere over the Rainbow: Imagined Worlds and Visions of the Future Realized through Digital Visual Effects; 11 Byting off More Than You Can Chewbacca: Summary and Conclusions; Appendix A: Genres of Films Featured in Cinefex Magazine; Appendix B: Films, Release Years, and Directors; Notes; Chapter One; Chapter Two; Chapter Three; Chapter Four; Chapter Five; Chapter Six; Chapter Seven; Chapter Eight; Chapter Nine; Chapter Ten Chapter 11Bibliography; Index |
Record Nr. | UNINA-9910461074403321 |
McClean Shilo T | ||
Cambridge, Mass., : MIT Press, c2007 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Digital storytelling : the narrative power of visual effects in film / / Shilo T. McClean |
Autore | McClean Shilo T |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, ©2007 |
Descrizione fisica | 1 online resource (318 p.) |
Disciplina | 791.4302/4 |
Soggetto topico |
Cinematography - Special effects
Digital video Digital cinematography Motion picture authorship Digital storytelling |
Soggetto non controllato |
ARTS/Photography & Film/General
DIGITAL HUMANITIES & NEW MEDIA/General SOCIAL SCIENCES/Media Studies |
ISBN |
0-262-30419-8
1-280-49907-9 9786613594303 0-262-30418-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents; Preface; Acknowledgments; 1 The Bastard Spawn: Hollywood Computer-Generated-Effects Movies-Some Introductory Comments; 2 Once upon a Time: Story and Storycraft; 3 I'm Sorry Dave, I'm Afraid I Can't Do That: The Technology of Digital Visual Effects; 4 Trick or Treat: A Framework for the Narrative Uses of Digital Visual Effects in Film; 5 If You Are Falling, Leap: The Hero's Journey; 6 The Teller and the Tale: The "Chinese Whispers" of Adaptation; 7 It Goes Like This: The Relationship between Digital Visual Effects and Genre
8 So Here's the Deal: A Case Study Considering the Influence of Franchise Filmmaking and Its Relationship to Digital Visual Effects9 ET 2 AI: Steven Spielberg; 10 Somewhere over the Rainbow: Imagined Worlds and Visions of the Future Realized through Digital Visual Effects; 11 Byting off More Than You Can Chewbacca: Summary and Conclusions; Appendix A: Genres of Films Featured in Cinefex Magazine; Appendix B: Films, Release Years, and Directors; Notes; Chapter One; Chapter Two; Chapter Three; Chapter Four; Chapter Five; Chapter Six; Chapter Seven; Chapter Eight; Chapter Nine; Chapter Ten Chapter 11Bibliography; Index |
Record Nr. | UNINA-9910789922603321 |
McClean Shilo T | ||
Cambridge, Mass., : MIT Press, ©2007 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Digital storytelling : the narrative power of visual effects in film / / Shilo T. McClean |
Autore | McClean Shilo T |
Pubbl/distr/stampa | Cambridge, Mass., : MIT Press, ©2007 |
Descrizione fisica | 1 online resource (318 p.) |
Disciplina | 791.4302/4 |
Soggetto topico |
Cinematography - Special effects
Digital video Digital cinematography Motion picture authorship Digital storytelling |
Soggetto non controllato |
ARTS/Photography & Film/General
DIGITAL HUMANITIES & NEW MEDIA/General SOCIAL SCIENCES/Media Studies |
ISBN |
0-262-30419-8
1-280-49907-9 9786613594303 0-262-30418-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents; Preface; Acknowledgments; 1 The Bastard Spawn: Hollywood Computer-Generated-Effects Movies-Some Introductory Comments; 2 Once upon a Time: Story and Storycraft; 3 I'm Sorry Dave, I'm Afraid I Can't Do That: The Technology of Digital Visual Effects; 4 Trick or Treat: A Framework for the Narrative Uses of Digital Visual Effects in Film; 5 If You Are Falling, Leap: The Hero's Journey; 6 The Teller and the Tale: The "Chinese Whispers" of Adaptation; 7 It Goes Like This: The Relationship between Digital Visual Effects and Genre
8 So Here's the Deal: A Case Study Considering the Influence of Franchise Filmmaking and Its Relationship to Digital Visual Effects9 ET 2 AI: Steven Spielberg; 10 Somewhere over the Rainbow: Imagined Worlds and Visions of the Future Realized through Digital Visual Effects; 11 Byting off More Than You Can Chewbacca: Summary and Conclusions; Appendix A: Genres of Films Featured in Cinefex Magazine; Appendix B: Films, Release Years, and Directors; Notes; Chapter One; Chapter Two; Chapter Three; Chapter Four; Chapter Five; Chapter Six; Chapter Seven; Chapter Eight; Chapter Nine; Chapter Ten Chapter 11Bibliography; Index |
Record Nr. | UNINA-9910812545103321 |
McClean Shilo T | ||
Cambridge, Mass., : MIT Press, ©2007 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Digital visual effects in cinema [[electronic resource] ] : the seduction of reality / / Stephen Prince |
Autore | Prince Stephen <1955-2020.> |
Pubbl/distr/stampa | New Brunswick, N.J., : Rutgers University Press, c2012 |
Descrizione fisica | 1 online resource (270 p.) |
Disciplina | 778.5/3 |
Soggetto topico |
Motion picture industry - Technological innovations
Motion pictures - Aesthetics Digital cinematography Cinematography - Special effects Cinematography - Technological innovations |
Soggetto genere / forma | Electronic books. |
ISBN |
1-78402-669-7
1-283-86454-1 0-8135-5218-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Introduction : beyond spectacle -- Through the looking glass -- Painting with digital light -- Actors and algorithms -- Digital environment creation -- Immersive aesthetics -- Conclusion : the pleasures of illusion. |
Record Nr. | UNINA-9910461663803321 |
Prince Stephen <1955-2020.> | ||
New Brunswick, N.J., : Rutgers University Press, c2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Digital visual effects in cinema [[electronic resource] ] : the seduction of reality / / Stephen Prince |
Autore | Prince Stephen <1955-2020.> |
Pubbl/distr/stampa | New Brunswick, N.J., : Rutgers University Press, c2012 |
Descrizione fisica | 1 online resource (270 p.) |
Disciplina | 778.5/3 |
Soggetto topico |
Motion picture industry - Technological innovations
Motion pictures - Aesthetics Digital cinematography Cinematography - Special effects Cinematography - Technological innovations |
ISBN |
1-78402-669-7
1-283-86454-1 0-8135-5218-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Introduction : beyond spectacle -- Through the looking glass -- Painting with digital light -- Actors and algorithms -- Digital environment creation -- Immersive aesthetics -- Conclusion : the pleasures of illusion. |
Record Nr. | UNINA-9910789975003321 |
Prince Stephen <1955-2020.> | ||
New Brunswick, N.J., : Rutgers University Press, c2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Digital visual effects in cinema : the seduction of reality / / Stephen Prince |
Autore | Prince Stephen <1955-> |
Edizione | [1st ed.] |
Pubbl/distr/stampa | New Brunswick, N.J., : Rutgers University Press, c2012 |
Descrizione fisica | 1 online resource (270 p.) |
Disciplina | 778.5/3 |
Soggetto topico |
Motion picture industry - Technological innovations
Motion pictures - Aesthetics Digital cinematography Cinematography - Special effects Cinematography - Technological innovations |
ISBN |
1-78402-669-7
1-283-86454-1 0-8135-5218-4 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Introduction : beyond spectacle -- Through the looking glass -- Painting with digital light -- Actors and algorithms -- Digital environment creation -- Immersive aesthetics -- Conclusion : the pleasures of illusion. |
Record Nr. | UNINA-9910825291203321 |
Prince Stephen <1955-> | ||
New Brunswick, N.J., : Rutgers University Press, c2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|