|
The
movie biz and game industry have a lot in common these days, with
developers increasingly drawing on the lessons of Hollywood to bring a
cinematic element to their games. In that vein comes Real-Time Cinematography for Games,
by game developer and computer scientist Brian Hawkins, which
translates the time-tested principles of live-action filmmaking into
the language of interactive gaming.
In
Hawkins' cinematography model – which mimics the structure of a
real-world film crew – the two most important elements of a cinematic
engine are its cinematography and editing agents. These two, under the
guidance of a director agent, make all aesthetic and technical
decisions about a given scene, which they implement through a squad of
secondary agents, such as a camera operator and a gaffer.
As
Hawkins explains, shooting, lighting, and editing are deeply
intertwined in a real-time game engine. The author thus addresses all
of these topics as he presents his integral cinematic model, and
divides the discussion between general creative principles and in-depth
technical analyses of the various aspects of filmmaking.
The
casual reader might lack the technical prowess necessary to fully
understand the more mathematical sections of the book, but the creative
discussions are accessible to readers at any level. What emerges, over
the course of the text, is a remarkably complete technical overview of
adding cinematic quality to real-time video games.
The Eye of the Camera
In
the early parts of the book, Hawkins covers the camera side of the
equation – camera position and movement; using pans, tilts, dollies,
and zooms for cinematic effect; obeying the line of action, observing
the rule of threes; and other rudimentary principles of cinematography.
He also addresses more advanced topics, including lenses and filters,
motion blur, and depth of field.
In
each chapter a technical section presents mathematical models of the
concepts covered, and discusses methods for implementing them in
real-time.
After
the camera chapters, Hawkins moves into lighting, where the topics
include the three-point lighting setup, the use of contrast and shadow
to convey emotional and conceptual subtleties, the role of practical
lights, and other similarities between lighting in CG and live action.
There's also some discussion of the many differences, such as the
ability in CG to activate shadowing and reflectivity on a per-object
basis.
Rounding
out the lighting section is a useful discussion of programmable
shaders, and a few pages on the use of color in film and games,
complete with full-color photo plates.
Assembling the Cut
On
the other side of the equation is the editor agent, who is responsible
for selecting and sequencing shots into a cohesive scene. In real-time
cinematography, this process happens at the same time as the camera
work, and thus the editor agent plays a particularly crucial role,
responsible for both aesthetic presentation and storytelling quality of
a scene.
The
creative principles in the editing sections range from simple technical
rules (e.g. the “30 degree rule,” dictating the change in camera angle
between two shots), to the complex interplay of contrast and affinity
that helps an editor determine how to prioritize the goals of a scene.
These include aesthetic goals – such as color balance and framing – as
well as story goals, such as what mood to convey, and what objects or
characters to emphasize in frame.
The
editor agent is also responsible for a number of “post-production”
processes – splicing dialogue, creating transition effects, inserting
overlays, and using real-time compositing to handle complex shot
setups. These functions all tie back to the wider set of algorithms
established throughout the book, and round out the overall discussion
of real-time editing.
Hawkins
spends the last sections the book discussing the role of sound in
cinematography, including the mood-enhancing power of Foley effects,
computer-generated sounds, pre-recorded sound clips, and a musical
score – all handled by sound agents dedicated to their specific tasks.
He also devotes a short section to the relationship between the
director agent and the game designers themselves, who are of course
ultimately responsible for the sum experience of a game.
Real-Time Storytelling
The
take-home lesson here is that shooting, editing, and creating sounds
are inseparable functions in the real-time world, since they all occur
simultaneously. By modeling the separation of tasks on the structure of
a real film crew, Hawkins achieves maximum control over his in-engine
cinematic architecture.
But
for all the extended metaphor of the book, Hawkins is well aware of the
differences between real-time cinematography and traditional
filmmaking. In some ways, he notes, computer animation improves upon
live-action filmmaking – for instance, by giving artists the ability to
simply hide objects intruding on a clean shot, or to create complex
camera moves that might be impossible in the real world. At the same
time, Hawkins notes the limitations – such as the complexity of
calculating per-frame motion blur, which in film occurs naturally.
More
generally, it's worth noting that the player is king in Hawkins'
approach to real-time cinematography for games. He reminds us
frequently that the aesthetic elements of a scene – no matter how well
calculated – are only useful if they enhance the player's experience,
especially in terms of story, and takes care to work storytelling goals
into his overall equation.
Integral Cinematography
The strength of Real-Time Cinematography for Games
is in Hawkins' ability to blend creative principles with technical
know-how, translating the time-tested rules of the camera into
equations and logical constructs. Combined with the creative
discussions, and supported by a useful (though rarely mentioned)
companion website, this approach makes the book accessible to both
beginning and advanced readers.
The
sum total is a comprehensive comparison between creating movies via a
conventional filmmaking pipeline versus a real-time animated
environment. Through a combination of foundational creative principles
and in-depth technical explorations, Hawkins synthesizes these two
approaches into a decidedly integral model of real-time cinematography
for games.
|
|

The Game Producer's Handbook
Author: Brian Hawkins
Publisher: Charles River Media
ISBN: 1-58450-308-4
Published: January 21, 2005
Pages: 326
Pros:
- Comprehensive overview of the creative and technical principles of cinematography.
- Equations,
matrices, and snippets of code provide a solid technical foundation for
implementing a real-time cinematic game engine.
- Book is peppered with diagrams and illustrations that demonstrate the concepts at hand.
Cons:
- Technical discussions are a bit math-heavy for the average reader.
- Book would benefit from a per-chapter “wrap-up” summarizing key points.
- Companion website goes relatively unmentioned throughout book.
|
 |
 |
 |
|
______________________________________________________
|