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Interactive Cinematography
Speakers: Thiery Adam
Track: Game Design
Format: Lecture
Experience Level: All
Description: Although the video game industry keeps mentioning wanting to be more "like the movies", little is done to exploit the main tool of film's medium: the camera. Long ago has cinematography evolved into a solid language; angles, framing, cuts, rhythm: the rich palette has many possibilities in common with video games, yet so little of it is typically used. How do we translate cinematographic knowledge into the interactive realm? What is currently used and where could it be improved? From there, how do we start exploring from there to get closer to those full-range experiences we strive to create?
Idea Takeaway: Attendees should come out with: - A greater awareness of the possibilities and implications of cinematography in games. - Rules and pitfalls to watch out for in immediate production. - New ingredients to consider when designing experiences.
Intended Audience: Those who will benefit most from this presentation are: - Game Designers envisioning core systems to create true next-gen full-range experiences. - Level Designers wanting additional means to interact circumstantially and improve hand-crafted experiences. - Curious camera progammers.
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