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EBookClubs

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Book The Art and Business of Acting for Video Games

Download or read book The Art and Business of Acting for Video Games written by Julia Bianco Schoeffling and published by . This book was released on 2022-07-06 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: The video game industry has experienced explosive growth over the past decade, and with that, opportunities have increased for actors to work in the medium. But these new opportunities bring up questions -- Where do you start? How is the process different than acting for film or television? What are casting directors and developers looking for? What skills do you need to focus on to succeed? Julia Bianco Schoeffling, a voice and performance capture casting director, has seen the industry from every angle, and knows exactly what can make or break an actor's career in games. She pulls from over a decade of experience working on iconic franchises like Call of Duty, The Last of Us, Gears of War, and more to give you a blueprint for navigating this lesser-known industry. You'll learn everything you need to know to break in, including: - The history and the basics of the video game industry - The ins and outs of unions, contracts, and NDAs - Basic gear to get started on a home studio - Best practices for your video game demos and auditions - The process from audition to booking - Tips on performance and motion capture Written in an approachable and informative style, The Art and Business of Acting for Video Games gives you the skills and tools that will set you apart in the audition pile. This first-of-its-kind guide is perfect for actors who want to take their craft into a new, exciting world.

Book Game On  Hollywood

Download or read book Game On Hollywood written by Gretchen Papazian and published by McFarland. This book was released on 2013-02-06 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000-2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney's Epic Mickey (2010 video game).

Book The Art of Voice Acting

Download or read book The Art of Voice Acting written by James Alburger and published by Taylor & Francis. This book was released on 2012-11-15 with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are you just starting in Voiceover? Do you have some experience, but aren't getting booked? Are you a working pro who wants to expand to new areas of VO work? The Art of Voice Acting is a must read if you are serious about a profession in voice over and looking to maximize your efforts for success in the business. Packed with basic acting techniques in The Art of Voice Acting, you will discover * All new scripts * 20 more pages of new and updated information * A completely new chapter of studio stories and 'tricks-of-the-trade' from professional voiceover talent around the world * Updated information for voiceover demos and marketing * A comprehensive index that makes it easy to find what you're looking for * More voice and acting techniques * Contributions from some of the top voice talent in the world * Audio content with the actual audio for every script in the book, http://voiceacting.com/aovaextras/ * PLUS: exercises, demos and more! Written in an accessible and engaging style Alburger shares his experience as a performer, producer, director and performance coach to give you a clear no nonsense introduction to the business and art of voice acting. Audio content and images from the books are available at http://voiceacting.com/aovaextras/

Book Storytelling in Video Games

Download or read book Storytelling in Video Games written by Amy M. Green and published by McFarland. This book was released on 2017-12-21 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused "visual novel" genre is discussed as a form of interactive fiction.

Book Video Games and Storytelling

Download or read book Video Games and Storytelling written by Souvik Mukherjee and published by Springer. This book was released on 2015-09-15 with total page 327 pages. Available in PDF, EPUB and Kindle. Book excerpt: The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.

Book Sound Play

    Book Details:
  • Author : William Cheng
  • Publisher : Oxford University Press
  • Release : 2014-03-05
  • ISBN : 0199970009
  • Pages : 261 pages

Download or read book Sound Play written by William Cheng and published by Oxford University Press. This book was released on 2014-03-05 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games open portals to fantastical worlds where imaginative play and enchantment prevail. These virtual settings afford us considerable freedom to act out with relative impunity. Or do they? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people's creative engagements with gaming's audio phenomena-from sonorous violence to synthesized operas, from democratic music-making to vocal sexual harassment. William Cheng shows how video games empower their designers, composers, players, critics, and scholars to tinker (often transgressively) with practices and discourses of music, noise, speech, and silence. Faced with collisions between utopian and alarmist stereotypes of video games, Sound Play synthesizes insights across musicology, sociology, anthropology, communications, literary theory, philosophy, and additional disciplines. With case studies spanning Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here. Foreword by Richard Leppert Video Games Live cover image printed with permission from Tommy Tallarico

Book Video Game Law

    Book Details:
  • Author : S. Gregory Boyd
  • Publisher : CRC Press
  • Release : 2018-06-28
  • ISBN : 042989239X
  • Pages : 348 pages

Download or read book Video Game Law written by S. Gregory Boyd and published by CRC Press. This book was released on 2018-06-28 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious trouble, becoming vulnerable to copyright infringement claims, piracy, and even security breaches. Not every video game company has the financial resources to retain in-house counsel–which Video Game Law seeks to address by discussing many of the common pitfalls, legal questions, and scenarios facing the industry. S. Gregory Boyd, Brian Pyne, and Sean F. Kane, the most prominent, sought after, and respected video game attorneys in the country, break down the laws and legal concepts that every game developer and industry professional needs to know in order to better protect their game and grow their company. KEY FEATURES: • Provides a solid understanding of intellectual property (IP) concepts and laws, including copyright, trademark, trade secret, and other protections that apply to video games and how each can be employed to protect a company’s unique and valuable IP • Explores cutting edge legal issues that affect the gaming industry, including gambling, virtual currency, privacy laws, the Digital Millennium Copyright Act, tax incentives, and relevant piracy laws • Provides an overview of legal and privacy vocabulary and concepts needed to navigate and succeed in an industry that is constantly growing and evolving • Provides illustrative examples and legal concepts from the video game industry in every chapter

Book Mastering the Game

    Book Details:
  • Author : Jon Harrison
  • Publisher : CreateSpace
  • Release : 2015-03-14
  • ISBN : 9781508762553
  • Pages : 294 pages

Download or read book Mastering the Game written by Jon Harrison and published by CreateSpace. This book was released on 2015-03-14 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can video games be used to teach personal and business success lessons?Mastering The Game: What Video Games Can Teach Us About Success In Life takes a look at how the same habits and principles that lead to success when playing video games can be applied to personal and business success. Principles are ideas that are truly timeless, and remain true independent of context, culture or time period. So what are the principles embedded in the most popular video games? Surprisingly, the list strongly resembles the most in demand traits for the workplace. * Adaptability & Managing Change* Personal Accountability* Innovation* Communication & Listening* Teambuilding & Collaboration* Knowledge Sharing* Persistence & GritMastering The Game provides analogies, examples, and lessons for connecting the dots between how gamers play and how successful professionals work. Are you ready to take your career to the next level?

Book Gaming the Past

    Book Details:
  • Author : Jeremiah McCall
  • Publisher : Routledge
  • Release : 2013-06-17
  • ISBN : 1136832092
  • Pages : 198 pages

Download or read book Gaming the Past written by Jeremiah McCall and published by Routledge. This book was released on 2013-06-17 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

Book The New Business of Acting

Download or read book The New Business of Acting written by Brad Lemack and published by SCB Distributors. This book was released on 2018-02-28 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: The best actor never gets the role. But the right actor always gets hired and if you want to be the right actor, you need to create a well-paved pathway through the traffic jam that can slow you down, divert your attention and create stress behind the wheel of the career you're committed to driving forward. It's your journey and it's time for a career tune up, even if you're just starting out In this revised and expanded Next Edition to his popular book for actors, talent manager, educator and author Brad Lemack tackles the tough challenges actors face in seeking, building and maintaining rewarding careers in the new landscape. From the role of personal ethics and integrity to landing the role of a lifetime, Lemack teaches readers how to navigate through and thrive in a continually changing landscape in an industry challenged to redefine itself and how it does business. Whether you're new to the business or in need of a professional career rebranding, The New Business of Acting: The Next Edition will empower you with a critical perspective on how to create, map out and embark on a life-long journey that will earn you the career-building opportunities you seek.

Book Focus on Acting

    Book Details:
  • Author : Robert Carne
  • Publisher : Lulu.com
  • Release : 2011-01-23
  • ISBN : 1446185273
  • Pages : 234 pages

Download or read book Focus on Acting written by Robert Carne and published by Lulu.com. This book was released on 2011-01-23 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Focus on Acting is an easy to read, but comprehensive, acting text for actors and acting students who want to study their craft in depth and still be free of mind and spirit to live each performance moment - in the moment."These days actors jump from class to class and coach to coach trying to get a grasp on their own way of acting, their own style. The sad truth is that this very rarely happens because they have no single underlying understanding of the processes at work in human interaction, no mental framework upon which to hang their experiences. They go from one isolated idea to the next, no links, no cohesion, no plan. Focus On Acting fills this much needed gap in modern acting study, takes the guess work out of your technique and puts you in control.

Book Voiceover Masterclass

    Book Details:
  • Author : Mark LAXTON
  • Publisher :
  • Release : 2021-07-30
  • ISBN :
  • Pages : 263 pages

Download or read book Voiceover Masterclass written by Mark LAXTON and published by . This book was released on 2021-07-30 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: Have you ever realised that your voice could make you money? Working as a voiceover artist can give you a good, solid income, doing a fun and rewarding job, mostly working from your own recording studio at home! You may find yourself a natural at documentary or corporate narrations, TV and radio commercial scripts or longer projects such as audiobooks or eLearning. Are you good at putting on "funny" voices? Then channel your talents into recording character voices for video games or animations! The world of media production is ever expanding, and there are opportunities for English-speaking voice artists of all ages and types of voices. This book also includes a link to a completely free video-based course on voice training and setting up in voiceover work. Written by broadcast industry veteran Peter Baker, this book aimed at both the complete beginner and also at the voice artist who has set up a studio but who wants to boost their income to the next level. Packed with countless tips and basic and advanced techniques on performing, editing, and marketing your services to new clients, Voiceover Masterclass is your handbook for future success!

Book The Greatest Art Form

    Book Details:
  • Author : Brett E. Mullaney
  • Publisher : CreateSpace
  • Release : 2013-06-25
  • ISBN : 9781490541532
  • Pages : 134 pages

Download or read book The Greatest Art Form written by Brett E. Mullaney and published by CreateSpace. This book was released on 2013-06-25 with total page 134 pages. Available in PDF, EPUB and Kindle. Book excerpt: During the last half century, and for only the second time in over two thousand years, technology has given way to a new groundbreaking and limitless form of artistic expression: the video game. While our society is barely beginning to digest this new medium and redefine our understanding of artistic expression, video games are continuing to evolve and define the medium as the art world's most expressive, dynamic, and evolved art form. All art forms provoke us to reflect, to ponder, to feel, to engage in ideas, to challenge or invoke our strongly held beliefs and biases. They ask us to share and experience the lives, thoughts, and sentiments of others. With video games, for the first time in the history of artistic expression, we are now asked to choose, to explore, to make determinations, to take decisive action, and to follow our choices to their conclusions. We are now world explorers and decision makers, individuals acting on, with, and against the art itself. In The Greatest Art Form: Video Games and the Evolution of Artistic Expression, ideas are explored through the ways in which the video game form's most groundbreaking attribute, interaction, has allowed the video game to become the most malleable, dynamic, expressive, organic, and authentic art form in human history.As part exposition, part summary, and part critical analysis, The Greatest Art Form provides a detailed analysis and conversation about the countless ways video games have come to communicate with audiences through new and profound methods, in order to provide a new lens by which to digest and understand this new medium so full of wonder and potential. It contains content that includes critical analysis and dissection of some of the video game medium's most treasured game titles and series, including:* Silent Hill 2* Red Dead Redemption* BioShock* BioShock Infinite* Dishonored* Ico* Shadow of the Colossus* Flower* Journey* The Elder Scrolls Series* Fallout 3Explore the ways in which video games, more than any other art form, hold the most limitless potential to ask us to reflect, not only on the art itself, but ourselves.

Book Japanese Game Graphics

    Book Details:
  • Author : Works Corporation
  • Publisher : Collins Design
  • Release : 2004-07-01
  • ISBN : 9780060567729
  • Pages : 176 pages

Download or read book Japanese Game Graphics written by Works Corporation and published by Collins Design. This book was released on 2004-07-01 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: Japan is the world power in video games, producing the most popular video hardware and software in the world that has won countless fans worldwide. Now these fans can take a look at the making of their favorite games in Japanese Game Graphics, which goes behind-the-scenes of the most-talked about and popular titles released for Playstation 2 and other consumer videogame hardware. Each of the 26 games covered (including Final Fantasy X2, Soulcalibur 2, and Oni Musha 2) gets its own fully illustrated chapter to describe the game and take readers beyond what is seen on the screen.The artists, illustrators, and creators of each game are extensively interviewed and they themselves describe what is unique about their game, what challenges they had to overcome to create the game, and how the characters and stories were created. They also describe what software and digital techniques (often invented especially for the game) were used to create the look and feel of each game and game world.

Book ART OF POINT AND CLICK ADVENTURE GAMES

Download or read book ART OF POINT AND CLICK ADVENTURE GAMES written by BITMAP BOOKS. and published by . This book was released on 2020 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book How to Become a Video Game Artist

Download or read book How to Become a Video Game Artist written by Sam R. Kennedy and published by Watson-Guptill. This book was released on 2013-05-14 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: Become a Player in the Business of Video Game Art Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It’s an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators—from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.

Book Changing the Game

Download or read book Changing the Game written by David Edery and published by FT Press. This book was released on 2008-10-07 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way