Opening book details…
Can I read Real-Time Cinematography For Games (Game Development Series) on EtoBox?
Real-Time Cinematography For Games (Game Development Series) by Brian Hawkins is a nonfiction available to read on EtoBox.
What is Real-Time Cinematography For Games (Game Development Series) about?
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 incorporate tried-and-true filmmaking techniques into their games. Beginning with an overview of filmmaking and cinematography basics, the book teaches how to tell a compelling story using camera placement based on character and environment. It explains how to handle a camera for panning, zooming, and cradle movement, and it details how to program these techniques into your games through code examples. From there, camera lenses and methods for achieving a variety of effects with software cameras are explored. Hands-on examples illustrate the importance of good lighting and how to handle transitions to new lighting arrangements. The next part of the book covers the essential areas of filters, sound effects, inter
Who reads Real-Time Cinematography For Games (Game Development Series)?
It is typically read by self-directed learners exploring a subject in depth.
Common subject areas: history, science, philosophy, social sciences.
- Author
- Brian Hawkins
- Publisher
- Charles River Media
- Published
- 2005
- Language
- EN
- ISBN
- 9781584503088
- Category
- nonfiction
- Subjects
- Computer Science, Art, Programming
- Rating
- 2 / 5 (1 ratings)
- Updated
- 2026-03-14
More by Brian Hawkins
Browse all works by Brian Hawkins
Similar books
- Practical Java Game Programming (Game Development Series) — Dustin Clingman, Shawn Kendall, Syrus Mesdaghi (2004)
- Animating Real-Time Game Characters (Game Development Series) — Paul Steed (2002)
- Character Development and Storytelling for Games (Game Development Series) — Lee (Lee Sheldon) Sheldon (2004)
- AI Techniques for Game Programming (The Premier Press Game Development Series) — Mat Buckland (2002)
- Game Writing: Narrative Skills for Videogames (Charles River Media Game Development (Paperback)) — Chris Bateman (2006)
- Real-Time 3D Terrain Engines Using C++ and DirectX 9 (Game Development Series) (Game Development Series) — Greg Snook; Gregory Snook (2003)