Pub. Date:
Cengage Learning
Real-Time Cinematography For Games

Real-Time Cinematography For Games

by Brian Hawkins


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Product Details

ISBN-13: 9781584503088
Publisher: Cengage Learning
Publication date: 01/24/2005
Series: Charles River Media Game Development Series
Edition description: New Edition
Pages: 326
Product dimensions: 7.42(w) x 9.32(h) x 0.86(d)

About the Author

Brian Hawkins (Los Angeles, CA) began his career doing research at JustSystem Pittsburgh Research Center where he focused on scripted character animation using natural language. He worked at Activision as the game core lead on Star Trek: Armada and contributed to Civilization: Call to Power and Call to Power 2. He also worked for Seven Studios as lead programmer on Defender and now operates his own development company, Soma Inc. He holds a BS in mathematics and computer science from Carnegie Mellon University and is the author of Preventative Programming Techniques.

Table of Contents

Chapter 1 Cinematography: Position
Chapter 2 Cinematography: Motion
Chapter 3 Acting: Hitting the Mark
Chapter 4 Cinematography: Lenses
Chapter 5 Lighting: Reality versus Hollywood
Chapter 6 Editing: Filters and Effects
Chapter 7 Editing: Transition
Chapter 8 Editing: Selection
Chapter 9 Acting: Dialogue
Chapter 10 Foley Artist: Sound Effects
Chapter 11 Composing: Making Music
Chapter 12 Directing: Bringing It All Together
Chapter 13 Coming Soon
Appendix A: About the Companion Web Site
Appendix B: References

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