Skip to main content
GameDev.net gamedev.net
🔒 Locked

Cinematographer for game dev?

Started by noatom Mar 5, 2013 at 6:24 PM 4 replies 1.7k views
Original Post
noatom
noatom

A couple of days ago,I watched life of pi,and I was amazed when I saw the colours.

And it got me thinking: Is there a "cinematographer" position in game development?

Sure,the people who create the textures are responsable for the general look + the ones that take care of shaders,but shouldn't they be supervised by someone?

Is there an equivalent for a cinematographer in game development?

frob
frob

Yes, the job title is Art Director.

Good art directors tend to have hobbies and skills and often work experience in both cinema and photography.

TheChubu
TheChubu

Well, those cinematic trailers don't come from nowhere.

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"   My journals: dustArtemis ECS framework and 
industrialdonut
industrialdonut

Well, those cinematic trailers don't come from nowhere.

Very good point.

Hodgman
Hodgman

As above, the person who directs the colour palette, the texturing style, and... the rest of the art, is the art director.

Depending on the size of the project, you may also have a bunch of specialists, such as matte painters or lighting artists. On one project I worked on, the guy who did all the camera animation, framing, focusing, etc, for our cutscenes, had previously worked as a focus puller. On another project, the main animator had been a TV stunt-man wink.png

As a side note: in many cases, those fancy cinematic trailers aren't actually made by the game developer; they're often contracted out to film VFX companies.

Eidetic Ex
Eidetic Ex

No idea if it's normal. But it's something I've been working out the design for awhile now. A camera system which makes use of a camera that simulates dolly on track, cranes, running man, and even some very slight jitter to simulate a steady cam.

The steady cam is one I actually took to simulating after paying very close attention to a marathon viewing of LotR trilogy. I noticed that even though the camera shots were for all intents and purposes steady, there was a very slight jitter in the viewing angle. Adding that into the view matrix to emulate it with a game camera made a world of difference. Even though the scene used was ugly programmer art, the steady cam one just felt more alive. The same kind of feeling when going from a camera that exactly follows a character to one that has a more springy follow pattern.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.