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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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