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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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Add 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 to the inventory that you are selling on WonderClubX
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Add 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 to your collection on WonderClub |