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Real-Time Cinematography for Games Book

Real-Time Cinematography for Games
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Real-Time Cinematography for Games, 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, inte, Real-Time Cinematography for Games
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  • Real-Time Cinematography for Games
  • Written by author Brian Hawkins
  • Published by Charles River Media, 2005/02/23
  • 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, inte
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Authors

Acknowledgments
Introduction
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
Index


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Real-Time Cinematography for Games, 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, inte, Real-Time Cinematography for Games

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Real-Time Cinematography for Games, 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, inte, Real-Time Cinematography for Games

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Real-Time Cinematography for Games, 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, inte, Real-Time Cinematography for Games

Real-Time Cinematography for Games

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