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Feature: 'Book Review - Real-Time Cinematography for Games'Feature: 'Book Review - Real-Time Cinematography for Games'

In today's Gamasutra feature, Brad Kane reviews the book Real-Time Cinematography for Games, by Brian Hawkins, which makes a comparison between creating movies via...

Simon Carless, Blogger

August 4, 2005

1 Min Read
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In today's Gamasutra feature, Brad Kane reviews the book Real-Time Cinematography for Games, by Brian Hawkins, which makes a comparison between creating movies via a conventional filmmaking pipeline versus a real-time animated environment.. As Kane explains in his introduction: "The movie biz and game industry have a lot in common these days, with developers increasingly drawing on the lessons of Hollywood to bring a cinematic element to their games. In that vein comes Real-Time Cinematography for Games, by game developer and computer scientist Brian Hawkins, which translates the time-tested principles of live-action filmmaking into the language of interactive gaming. In Hawkins' cinematography model – which mimics the structure of a real-world film crew – the two most important elements of a cinematic engine are its cinematography and editing agents. These two, under the guidance of a director agent, make all aesthetic and technical decisions about a given scene, which they implement through a squad of secondary agents, such as a camera operator and a gaffer." You can now read the full Gamasutra feature on the subject (no registration required, please feel free to link to the article from external websites).

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About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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