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Real-Time Cinematography for Games (Charles River Media Game Development)

Brian Hawkins




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 | #3937041 in Books |  2005-01-28 | Original language:English | PDF # 1 |  .90 x7.36 x9.26l,1.58 | File type: PDF | 326 pages

 | ISBN13: 9781584503088 | Condition: Used - Very Good | Notes: 100% Satisfaction Guarantee. Tracking provided on most orders. Buy with Confidence! Millions of books sold!

||4 of 7 people found the following review helpful.| A very disappointing and vague book for the game developer|By calvinnme|This book is OK at discussing real-time cinematography techniques in general. It is not good at all at tying it into something that can be incorporated into games. There are no algorithms, no mention of what specific software packages or scripting languages to use for specific techniques, and absolutely no|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

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 ...

You easily download any file type for your device.Real-Time Cinematography for Games (Charles River Media Game Development)   |  Brian Hawkins. I have read it a couple of times and even shared with my family members. Really good. Couldnt put it down.

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