Trending
Opinion: How will Project 2025 impact game developers?
The Heritage Foundation's manifesto for the possible next administration could do great harm to many, including large portions of the game development community.
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...
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).
Read more about:
2005You May Also Like