Create effective cinematography for your games with this film-based approach to creating cinematic games. Cinematic Game Secrets gives game producers, directors, and developers insight into how to make their games more cinematic. Game developers will learn how to create compelling video games by: developing quality stories and characters; visualizing scenes within the game through the eyes of a cinematographer; and using tried and true film ...
Create effective cinematography for your games with this film-based approach to creating cinematic games. Cinematic Game Secrets gives game producers, directors, and developers insight into how to make their games more cinematic. Game developers will learn how to create compelling video games by: developing quality stories and characters; visualizing scenes within the game through the eyes of a cinematographer; and using tried and true film industry methods for casting, voice-over, direction, and production.
Includes interview with luminaries and leading figures in the field such as Warren Spector (Founder, Junction Point Studios), Bruce Block (Author, The Visual Story), Ron Burke (Founder, GamingTrend), Bob Sabiston (Flat Black Films), Tom Buscaglia (GameDevKit.com), Daniel Erickson (BioWare), Jay Duplass (Director, The Puffy Chair), Ray Pena (Spacetime Studios), Richard Rouse III (Author, Game Design: Theory and Practice), Mathieu Raynault (Artist, 300, King Kong), Donise Hardy (C.S.A.), Patrick Hamilton (President, Wardog Studios), and Marc Schaefgen (Midway Games).
--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 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.
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.
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.