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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