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by Rich Newman
Cinematic Game Secrets for Creative Directors and Producers
Cover
Half Title
Title Page
Copyright
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 Studios
Chapter 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 Skills
Chapter 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 Look
7.4 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 Breakdowns
9.6 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
Chapter 12. Getting Started
12.1 Setting Up Your Video Game Company
12.2 Maintaining Your Studio
12.3 Getting Noticed
12.4 Protecting Your Idea
12.5 Your Concept
12.6 Attracting the Game Industry
12.7 Using Your Soft Skills
12.8 Learning How to Pitch
Interview: Richard Rouse III, Game Designer
Chapter 13. The Game Business
13.1 Business Plan
13.2 Mission Statement and Risk Analysis
13.3 Crossover Appeal
13.4 Success with Marketing
13.5 Incentives and Fundraising
13.6 Publishing 101
Interview: Patrick Hamilton, President of Wardog Studios
Chapter 14. Legal Issues
14.1 Intellectual Property
14.2 Copyrights and Trademarks
14.3 Nondisclosure Agreements and Contracts
14.4 Developer and Publisher Agreements
14.5 Covering the Bases
Interview: Tom Buscaglia, Game Attorney
Postmortem
Appendix A: Extras
Sample Game Design/Concept
Production Flowchart
Sample Basic Schedule
Sample Budget
Sample Staffing Plan
Sample Script Breakdown
Sample Character Breakdown
Interview Credits
Bibliography
Glossary
Index
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CINEMATIC GAME SECRETS FOR CREATIVE DIRECTORS AND PRODUCERS
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