Cinematic Game Secrets for Creative Directors and Producers: Inspired Techniques From Industry Legends [NOOK Book]

Overview

Learn from TRUE GAME LEGENDS: Will Wright - Sims creator, Harvey Smith - Deus Ex-fame, and Warren Spector - founder of Origin Games...as they share their secrets on applying age-old cinematic film techniques to the greatest games of our time.
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Cinematic Game Secrets for Creative Directors and Producers: Inspired Techniques From Industry Legends

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Overview

Learn from TRUE GAME LEGENDS: Will Wright - Sims creator, Harvey Smith - Deus Ex-fame, and Warren Spector - founder of Origin Games...as they share their secrets on applying age-old cinematic film techniques to the greatest games of our time.
Read More Show Less

Product Details

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


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