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Real-time Cinematography for Games Brian Hawkins

Real-time Cinematography for Games By Brian Hawkins

Real-time Cinematography for Games by Brian Hawkins


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Summary

The book begins with an overview filmmaking and cinematography basics and explains how to apply them to games.

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Real-time Cinematography for Games Summary

Real-time Cinematography for Games by Brian Hawkins

Today's game audiences expect Hollywood-quality cinematography. But to produce this quality in games, programmers need to understand the traditional film principles of lighting, camera positioning, and motion. Unlike movies, games provide non-linear, interactive storytelling, so to use film and T.V. techniques effectively, the techniques need to be modified for games. Real-Time Cinematography for Games provides this translation by teaching programmers and artists how to incorporate tried-and-true filmmaking techniques into their games. Beginning with an overview of filmmaking and cinematography basics, the book teaches how to tell a compelling story using camera placement based on character and environment. It explains how to handle a camera for panning, zooming, and cradle movement, and it details how to program these techniques into your games through code examples. From there, camera lenses and methods for achieving a variety of effects with software cameras are explored. Hands-on examples illustrate the importance of good lighting and how to handle transitions to new lighting arrangements. The next part of the book covers the essential areas of filters, sound effects, interactive music, movement, and dialog, including coverage of current voice recognition technology. The book wraps up with coverage of directing essentials. Programmers will find the entire book extremely useful, and designers and artists will find the large amount of creative uses of filmmaking techniques invaluable. Every chapter is written with two major parts: creative and technical. The creative section looks into the techniques and practices of the film industry and teaches how artists and designers can use these techniques in games. The technical sections then explain how to implement these techniques into games through practical code and equations. The technical sections require knowledge of basic programming and computer graphics concepts. This is the one resource programm

Table of Contents

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

Additional information

CIN1584503084G
9781584503088
1584503084
Real-time Cinematography for Games by Brian Hawkins
Used - Good
Paperback
Cengage Learning, Inc
20050124
326
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
This is a used book - there is no escaping the fact it has been read by someone else and it will show signs of wear and previous use. Overall we expect it to be in good condition, but if you are not entirely satisfied please get in touch with us

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