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Cinematic Game Design
Price $5.95
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SKU GDC-06-148
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Description
Cinematic Game Design,
2505

Visual Arts, Lecture

Marty Stoltz
Cinematic Director, Midway Games

Richard Rouse III
Creative Director, Midway Games
Many people talk about cinematic games, but what does this really mean? Instead of simply using more cut-scenes, better script writers, or higher quality musical scores, this presentation takes a different look at the concept of a cinematic game. Over their century of existence, films have been using a range of techniques to create specific emotional responses in their audience. By dissecting what makes these techniques work, game designers can enhance their interactive experiences to make them more emotional and compelling. This lecture will present film clips from a number of classic movies, analyze how they work from a cinematic standpoint, and then suggest ways these techniques could be used in gameplay to create even more stimulating experiences for gamers.

The unique idea of this session is to take cinematic techniques which have proved effective in films, analyze how they work, and then apply them to gameplay. Sure, developers can make better cut-scenes by better understanding the rules of film, but we can also make our interactive gameplay a lot more interesting and meaningful by borrowing from what films do well. Attendees will leave the session with a better understanding of specific cinematic techniques, and suggestions for how they can be applied to game designs. By understanding techniques such as parallel editing, emotional set-up, variable slow-mo, cinematographic composition, creative split-screen, and leading or even mis-leading the audience, game developers can enhance the game design of their titles.

This session is suggested for creative directors, game designers, and game cinematic specialists of all shapes and sizes. It assumes a basic understand of film techniques and game design principles.

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