Cinematic Game Secrets for Creative Directors and Producers: Inspired Techniques From Industry Legends
Format: PDF / Kindle (mobi) / ePub
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.
--Author, Rich Newman has worked in the film industry(Texas Chainsaw Massacre, The Alamo) and video game industry (Midway Games) for over five years and knows how to make the most of the convergence of technologies.
--With advice from some of the biggest names in the game world: ***Richard Rouse III***, Director of Game Design, Midway Games , ***Warren Spector*** creator of one of the original game companies, Origin, and ***Noah Falstein***, columnist, Game Developer magazine.
--With examples from today's hottest game titles (courtesy of GamingTrend) to illustrate film techniques used in games, like the use of narrow focus in cinematography, or over-the-shoulder viewpoint style of viewpoint that makes the game have a documentary -like quality.
--Interviews, case studies, and helpful glossary of terms all included.
immersive, cinematic game. The script should most deﬁnitely be honed in preproduction or during the concept phase and turned in as soon as possible to allow the game designers and all concerned to have some sort of map regarding the story before production begins. It’s true that some game studios have been burned in the past by writers (usually because the writer placed the need for a great story above the costs of changing the game’s design), but it is still a good idea to have the writer in
Whatever the theme is, it can usually be summed up by the original intent of the game creator. What was the original message you wanted to project to the world when you formed the original concept of the game? Perhaps the game was conceived to fulﬁll a particular vacuum in the gaming industry. What was this? This overall idea should be considered as an outline before the script is developed and the particulars of the story are discussed. It is an important task for the writer to keep the script
independent ﬁlms involves the use of “noncelebrity” actors—a concern for most independent video games as well. Describe your approach or method for casting key characters in your movies. Duplass: Our characters are based on people we love, and think are hilarious. In terms of casting for that, it’s all about actors we love and are inspired by. We put them together and try to make it feel real … try to ﬁnd life in there. In auditions, we see things, and it either opens doors and excites us or not.
their wants and needs and how to best accommodate the project. Newman: When working with any form of live music (orchestra, band, and so on), what are some of the factors that inﬂuence the quality of the score? Schaefgen: Emotion, emotion, emotion. A machine cannot emote the way a human does. Also, not every musician is going to emote in exactly the same way. Having a singular violinist play many parts all multitracked together in a small studio room will never sound like a string section in a
and even maximizes the use of certain obstacles. Deciding on the game perspective that you will use in your title will be one of the biggest decisions you will make when constructing your initial game concept, as this will affect the camera angles and framing that you can use within your game levels. Tom Clancy’s Ghost Recon: Advanced Warﬁghter 2 by Ubisoft. Reproduced by permission of UbiSoft. All rights reserved. When a gamer thinks of RTS games, no title comes faster to mind than the popular