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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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SmallTallGiant

From film to video games

2 posts in this topic

Hello everyone new to the game dev.net community

i am currently Majoring in film and i also have a passion for video games. I was wondering if it would be possible to take my skills as a film student and apply them to the game development scene and get a job helping to create games. I know there must be some cinematography and film creations done during creating cut scene but what job roll would that be. I looked on gamasutra and could not find anything that i could do in gaming.

Hopefully one of you guys know secretly i enjoy gaming more then film.
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[quote name='SmallTallGiant' timestamp='1352699196' post='5000117']
1. I was wondering if it would be possible to take my skills as a film student and apply them to the game development scene and get a job helping to create games.
2. I know there must be some cinematography and film creations done during creating cut scene but what job roll would that be.
3. I looked on gamasutra and could not find anything that i could do in gaming.
[/quote]

1. Anything is possible.
2. What is the role called in film? What's the job title of the film guy who decides how a scene should be blocked, framed, and shot? Having knowledge of good film practices doing that could be useful in games. But creation of cut scenes is a very small percentage of the overall Production process. So you'd probably want to work in the art department.
3. Why don't you read the Breaking In FAQs, see if you get any ideas there (your post was moved to the forum most appropriate to your question -- go back out to the Breaking In forum, and look for the FAQs link at upper right).
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Film knowledge will be very useful for multiple art disciplines, but it's usually something that would enhance your skills as an artist, rather than being it's own dedicated job.

e.g.
* we had a character animator who had previously worked as a camera operator and focus puller. He was really good at animating our cut-scene cameras to get interesting framing / composition / movement / etc, because he knew the theory and had real experience. However, our team wasn't big enough to justify hiring one person to just control the cinematography, so he also animated characters as well as cameras.
* our art-director spent a bunch of time going over film reference material and developing guides on camera/actor placement for the cut-scenes, but that was just a small part of his job.
* our tech-artist and I developed colour-grading tools and approximations of real film response curves, as requested by the art director / art leads, to allow them to adjust the 'mood' of different shots.

If you're lucky, really big companies might have some kind of "cutscene director" role, however as a lead/management role, they'd probably prefer to promote into that job from within, or hire someone that knows how to do the work that they're directing ([i]e.g. someone with a background that includes animation/modelling/texture/illustration as well as cinematography[/i]).

One of the other dedicated roles I've come across is the "lighting artist" -- this guy is equivalent to film's light tech's / stage riggers / etc. All they do is place lights in other people's scenes. However, they'd probably still be expected to know how to use regular 3D art tools to some degree.
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