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Index
Cover Half Title Title Page Copyright Page Table of Contents Acknowledgments Biographies Chapter 1 Introduction
Section 1.1 Production Pipeline Fundamentals for Film and Games Section 1.2 How This Book Will Help You Section 1.3 What is a Pipeline? Section 1.4 Differences and Similarities Between Film and Game Pipelines Section 1.5 An Overview of a Film Production Section 1.6 An Overview of a Game Production Section 1.7 Remember: Each Production is Unique
Chapter 2 The Stages of Production
Section 2.1 What You Will Learn From This Chapter Section 2.2 The Economics of Film Production Section 2.3 The Economics of Game Production Section 2.4 The Stages of Production Section 2.5 Other Language Barriers Section 2.6 Pre-Production: An Overview Section 2.7 Pre-Production in the Film Pipeline Section 2.8 Pre-Production in the Games Pipeline Section 2.9 Production: An Overview Section 2.10 Production in the Film Pipeline Section 2.11 Production in the Games Pipeline Section 2.12 Post-Production or Finalling: An Overview Section 2.13 Post-Production in the Film Pipeline Section 2.14 Finalling in the Games Pipeline
Chapter 2A Interlude: Previs and Related Data Chapter 3 Asset Creation for Film
Section 3.1 What You Will Learn From This Chapter Section 3.2 LIDAR and On-Set Survey Data Section 3.3 Match-Moving, Rotoscoping and Plate Preparation Section 3.4 Modeling Section 3.5 Shaders and Textures Section 3.6 Shot Layout Section 3.7 Rigging Section 3.8 Animation Section 3.9 Effects and Simulations Section 3.10 Lighting Section 3.11 Rendering Section 3.12 Compositing
Chapter 3A Interlude: LIDAR: Asset Capture on Set Chapter 4 Asset Creation for Games
Section 4.1 What You Will Learn From This Chapter Section 4.2 Data Import and Export Section 4.3 Levels of Detail Section 4.4 Optimizing Assets Section 4.5 Creating Run-Time Animation Section 4.6 In-Game Facial Animation Section 4.7 Effects and FX Section 4.8 System and Level Design Section 4.9 Rendering and Shader Management
Chapter 5 The Basic Functionality of a Pipeline
Section 5.1 What You Will Learn From This Chapter Section 5.2 What Pipelines Do Section 5.3 Why Pipelines Change Section 5.4 Defining Your Goals Section 5.5 Defining Standards Section 5.6 File-Exchange Formats and Scripting Languages Section 5.7 Micro Pipelines Section 5.8 Strategies for Managing Data: An Overview Section 5.9 Directory Structure Section 5.10 File-Naming Conventions Section 5.11 Metadata Section 5.12 Building an Asset Browser Section 5.13 Versioning and Version Control Section 5.14 Good Version-Control Policies Section 5.15 Asset Review and Approval Section 5.16 Tracking Production Data
Chapter 6 Systems Infrastructure
Section 6.1 What You Will Learn From This Chapter Section 6.2 IT for Film: Types of Hardware Section 6.3 IT for Film: The Storage Cluster Section 6.4 IT for Film: The Render Farm Section 6.5 IT for Film: Managing the Infrastructure Section 6.6 IT for Games: The Build Farm Section 6.7 IT for Games: Version Control Section 6.8 Managing Operating Systems Section 6.9 Managing Utility Software Section 6.10 Production Security
Chapter 6A Interlude: Mitigating Risk Through Regular Maintenance and Disaster Planning
Section 6 Interlude 1: Planned Downtimes Section 6 Interlude 2: General Guidelines Section 6 Interlude 3: Regular Maintenance Window Section 6 Interlude 4: Incremental Downtime Section 6 Interlude 5: Roll-Overs
Chapter 7 Software for a Studio Environment
Section 7.1 What You Will Learn From This Chapter Section 7.2 Ours and Theirs: Approaches to Pipeline Software Development Section 7.3 When to Build, When to Buy, and When to Tinker Section 7.4 Buying In Software: Points to Consider Section 7.5 Working with Open-Source Software Section 7.6 Scripting and Tinkering Section 7.7 Developing Software In-House: the Role of the R&D Department Section 7.8 Developing Software In-House: Who to Recruit Section 7.9 Developing Software In-House: Development Policy Section 7.10 Developing Software In-House: Testing New Tools Section 7.11 Developing Software In-House: Developing a Release Policy Section 7.12 Developing Software In-House: Producing Documentation Section 7.13 Developing Software In-House: Reporting Errors
Chapter 8 Diving Deeper Into Data Management
Section 8.1 What You Will Learn From This Chapter Section 8.2 How Data-Management Workflow Evolves Section 8.3 Directory Structures: Flat Versus Deep Structures Section 8.4 Directory Structures for Film Section 8.5 Directory Structures for Games Section 8.6 Directory Structures: Designing for Ease of Navigation Section 8.7 Directory Structures: Planning Shared Asset Use Section 8.8 Directory Structures: Building From Most to Least Generic Section 8.9 Directory Structures: Incorporating Asset Templates Section 8.10 File-Naming Conventions: Common Syntax Section 8.11 File-Naming Conventions: Mirroring the Folder Structure in the File Name Section 8.12 Version Control: Exclusive and Non-Exclusive File Access Section 8.13 Version Control: Treating Code and Art Assets Separately Section 8.14 Version Control: Handling Special Projects Section 8.15 Metadata: Embedded Versus Extracted Data Section 8.16 Metadata: Flat Files Versus Databases Section 8.17 Databases: Relational and Non-Relational Databases Section 8.18 Databases: Choosing a Database Structure
Chapter 8A Interlude: Metadata
Section 8 Interlude 1: What is Metadata?
Chapter 9 Asset Management
Section 9.1 What You Will Learn From This Chapter Section 9.2 What is Asset Management? Section 9.3 The Goals of Asset Management Section 9.4 How Asset Management Differs Between Film and Games Section 9.5 Dependency Tracking: What is Asset Dependency? Section 9.6 Dependency Tracking: Upstream and Downstream Dependency Section 9.7 Dependency Tracking: Manual Versus Automated Systems Section 9.8 Dependency Tracking: Storing Dependency Data Section 9.9 Dependency Tracking: Visualizing Dependencies Section 9.10 Dependency Tracking: Resolving Implicit Dependencies Section 9.11 Dependency Tracking: Caching Queries Section 9.12 Dependency Tracking: Grouping Assets
Chapter 9A Interlude: Digital Asset Management at Laika Chapter 10 Production Management
Section 10.1 What You Will Learn From This Chapter Section 10.2 Production-Management Strategies: Agile Versus Waterfall Development Section 10.3 Production-Management Strategies: Maximizing Efficiency Section 10.4 Production-Management Strategies: Finishing On Time and On Budget Section 10.5 Production-Management Technology: An Overview Section 10.6 Production-Management Technology: Tracking Assets Section 10.7 Production-Management Technology: Managing Notes Section 10.8 Production-Management Technology: Reviewing Work Section 10.9 Production-Management Technology: Scheduling Tasks Section 10.10 Production-Management: One Final Thought
Chapter 10A Interlude: Color and Sound
Section 10 Interlude 1: Color Management in Workflows Section 10 Interlude 2: A Day in the Life of a Motion Picture Sound File, Circa 2013 Section 10 Interlude 3: Audio Differences Between Live Action and Animation Section 10 Interlude 4: The Game Audio Pipeline Section 10 Interlude 5: Game Audio: 2D, 3D, Mono and Stereo Section 10 Interlude 6: Audio Flexibility in the Game Environment
Chapter 11 Tying It All Together
Section 11.1 What You Will Learn From This Chapter Section 11.2 Analyze the Business Requirements Section 11.3 Process Decisions From Workflow to Mapping the Organization Section 11.4 Technical and Infrastructure Decisions Section 11.5 The Unique Considerations of Film and Games Section 11.6 Building and Proving Pipelines Section 11.7 Development Methodologies Section 11.8 Further Education
Chapter 11A Interlude: Virtual Production in Film and Games
Section 11 Interlude 1: What is Virtual Production in Film? Section 11 Interlude 2: Naming Conventions Section 11 Interlude 3: The Standard Phases Section 11 Interlude 4: What is Virtual Production in Games? Section 11 Interlude 5: Virtual Production and Asset Creation/Capture Section 11 Interlude 6: Future
Chapter 12 Upcoming Trends and Technologies
Section 12.1 What You Will Learn From This Chapter Section 12.2 Open Standards and Open-Source Tools Section 12.3 WebGL and Associated Technologies Section 12.4 GPU Computing Section 12.5 Big Data Section 12.6 Virtual Production Section 12.7 High-Frame-Rate Cinema Section 12.8 Virtual Machines Section 12.9 Games as a Service Section 12.10 Pipelines as a Service
Chapter 12A Interlude: Cloud Computing for VFX
Section 12 Interlude 1: Cloud Services Section 12 Interlude 2: Using the Cloud Section 12 Interlude 3: Collaboration
Glossary Index
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