Cinematic Game Secrets for Creative Directors and Producers: Inspired Techniques From Industry Legends, 1st Edition (e-Book) book cover

Cinematic Game Secrets for Creative Directors and Producers

Inspired Techniques From Industry Legends, 1st Edition

By Rich Newman

Routledge

248 pages

Purchasing Options:$ = USD
Paperback: 9780240810713
pub: 2008-10-02
SAVE ~$8.59
$42.95
$34.36
x
Hardback: 9781138427501
pub: 2017-08-02
SAVE ~$41.00
$205.00
$164.00
x
eBook (VitalSource) : 9780080928050
pub: 2013-07-18
from $21.48


FREE Standard Shipping!

Description

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 Spielberg, Tony Scott) are exploring the middle ground between the industries. This book introduces game producers and directors to the tried and true techniques cinematographers have relied on for years.

Game developers learn how to create compelling video games by: developing quality stories and characters; visualizing scenes within the game through the eyes of a cinematographer; using tried and true film industry methods for casting, voice-over, direction, and production.

The book will also feature screen shots from some of today's hottest titles that illustrate key cinematic concepts, as well as advice from successful game industry professionals already using these techniques.

Table of Contents

Cinematography for Games

Brief Outline

Introduction: 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 Primer
Approx. 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 Process
Chapter 2: Understanding Pre-Production
Chapter 3: Production in the Game Industry
Chapter 4: Post Production

Part 2: Incorporating Filmmaker Skills
Approx. 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: Writer
Chapter 2: Cinematography for Games
Chapter 3: Producer
Chapter 4: SFX
Chapter 5: Casting
Chapter 6: Directing
Chapter 7: Budgeting
Chapter 8: Scheduling
Chapter 9: Sound Design
Chapter 10: Storyboarding Artist

Part 3: Breaking In
Approx. 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 Hiding
Chapter 2: Staying in Tune With Technology
Chapter 3: Casting Out Your Net
Chapter 4: Pros and Cons of Creating Your Own Project

Part 4: Creating Your Own Project
Approx. 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 Idea
Chapter 2: To Pitch Or Not To Pitch
Chapter 3: The Concept
Chapter 4: Concept Art
Chapter 5: First Person vs. Third Person
Chapter 6: Locations
Chapter 7: Outline and Business Plan
Chapter 8: Legal Issues
Chapter 9: Prototype

Postmortem: Summing it All Up
Approx. 3 pages. Self explanatory.

Appendix A: Extras
Approx. 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: Resources
Approx. 2-3 pages. Web sites, additional reading, and suggestions for furthering education.

Index


Subject Categories

BISAC Subject Codes/Headings:
ART046000
ART / Digital
COM071000
COMPUTERS / Digital Media / Video & Animation