Cinematic game secrets for creative directors and producers : inspired techniques from industry legends /: inspired techniques from industry legends. (2013)
- Record Type:
- Book
- Title:
- Cinematic game secrets for creative directors and producers : inspired techniques from industry legends /: inspired techniques from industry legends. (2013)
- Main Title:
- Cinematic game secrets for creative directors and producers : inspired techniques from industry legends
- Further Information:
- Note: Rich Newman.
- Other Names:
- Newman, Rich
- Contents:
- Cinematography for GamesBrief OutlineIntroduction: What is Cinematic?Approx. 5 pages. Here is where I explain what makes a cinematic and the filmmaking process that can be applied to game development in order to the make the title have a greater depth of story, game play, and potential.Part 1: Cinematic PrimerApprox. 50-60 pages, including screen shots. Introduces the game developer to the cinematic processes involved with each aspect of production. This section also illustrates to recent graduates the information in processes that are familiar to them: pre-production, production, and post production and dissects the production life cycle of a video game. Chapter 1: The Production ProcessChapter 2: Understanding Pre-ProductionChapter 3: Production in the Game IndustryChapter 4: Post ProductionPart 2: Incorporating Filmmaker SkillsApprox. 50-60 pages, including screen shots. This section is about applying the skills of a filmmaker to the game industry. It is broken down into very familiar jobs and duties that one would encounter while working on a feature film or game. Each section discusses the specific requirements and expectations someone would encounter working that position in game development.Chapter 1: WriterChapter 2: Cinematography for GamesChapter 3: ProducerChapter 4: SFXChapter 5: CastingChapter 6: DirectingChapter 7: BudgetingChapter 8: SchedulingChapter 9: Sound DesignChapter 10: Storyboarding ArtistPart 3: Breaking InApprox. 30-40 pages, including screen shots.Cinematography for GamesBrief OutlineIntroduction: What is Cinematic?Approx. 5 pages. Here is where I explain what makes a cinematic and the filmmaking process that can be applied to game development in order to the make the title have a greater depth of story, game play, and potential.Part 1: Cinematic PrimerApprox. 50-60 pages, including screen shots. Introduces the game developer to the cinematic processes involved with each aspect of production. This section also illustrates to recent graduates the information in processes that are familiar to them: pre-production, production, and post production and dissects the production life cycle of a video game. Chapter 1: The Production ProcessChapter 2: Understanding Pre-ProductionChapter 3: Production in the Game IndustryChapter 4: Post ProductionPart 2: Incorporating Filmmaker SkillsApprox. 50-60 pages, including screen shots. This section is about applying the skills of a filmmaker to the game industry. It is broken down into very familiar jobs and duties that one would encounter while working on a feature film or game. Each section discusses the specific requirements and expectations someone would encounter working that position in game development.Chapter 1: WriterChapter 2: Cinematography for GamesChapter 3: ProducerChapter 4: SFXChapter 5: CastingChapter 6: DirectingChapter 7: BudgetingChapter 8: SchedulingChapter 9: Sound DesignChapter 10: Storyboarding ArtistPart 3: Breaking InApprox. 30-40 pages, including screen shots. This portion of the book is about getting employment. I talk about the various forums, conventions, and locations that game development companies circulate within. I also offer tips on how to stay technology savvy, getting an interview, and creating a perfect work sample.Chapter 1: Where the Gamers are HidingChapter 2: Staying in Tune With TechnologyChapter 3: Casting Out Your NetChapter 4: Pros and Cons of Creating Your Own ProjectPart 4: Creating Your Own ProjectApprox. 40-45 pages, including screen shots. This section is for filmmakers who have aspirations of creating their own game. I talk about the legal issues involved with creating a product, how to get distribution for the finished game, and how to put together the logistics necessary to get your own game development company up and rolling.Chapter 1: Licensing Your IdeaChapter 2: To Pitch Or Not To PitchChapter 3: The ConceptChapter 4: Concept ArtChapter 5: First Person vs. Third PersonChapter 6: LocationsChapter 7: Outline and Business PlanChapter 8: Legal IssuesChapter 9: PrototypePostmortem: Summing it All UpApprox. 3 pages. Self explanatory.Appendix A: ExtrasApprox. 10-20 pages. This section will have basic templates for common spreadsheets that producers use in the game industry, as well as a sample game concept and business plan.Appendix B: ResourcesApprox. 2-3 pages. Web sites, additional reading, and suggestions for furthering education.Index … (more)
- Publisher Details:
- Place of publication not identified : Focal Press
- Publication Date:
- 2013
- Extent:
- 1 online resource (248 pages)
- Subjects:
- 794.8/1536
Video games -- Design
Cinematography -- Special effects - Languages:
- English
- ISBNs:
- 9781136138539
1136138536 - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.91799
- Ingest File:
- 02_100.xml