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 | CINEMATIC GAME SECRETS FOR CREATIVE DIRECTORS AND PRODUCERS
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Inspired Techniques From Industry Legends To order this title, and for more information, click here
By
Rich Newman, Rich Newman is an NYU certified film director with experience working production in the film and game industries. Credits include the Texas Chainsaw Massacre (remake), Friday Night Lights, Man of the House, and The Alamo. He also worked in the game
industry for Midway Entertainment at the Austin, TX studio and is currently functioning as a contractor in the game industry. He is also
a staff writer for GamingTrend (gamingtrend.com).
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.
Audience
Primary: Game industry professionals: Producer, Creative Director, Technical Director, Project Manager, Associate Producer.
Secondary:
Film-makers interested in the Game industry.
Level: Beginning to Intermediate
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
Bibliographic & ordering Information
Paperback,
ISBN-13: 978-0-240-81071-3, 248 pages, publication date: OCT-2008
Imprint: FOCAL PRESS
Price: Order form
EUR 33.95 GBP 22.99 USD 39.95
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Last update: 26 Aug 2008
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