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The Art and Business of Acting for Video Games

The Art and Business of Acting for Video Games PDF Author: Julia Bianco Schoeffling
Publisher:
ISBN:
Category :
Languages : en
Pages : 228

Book Description
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.

The Art and Business of Acting for Video Games

The Art and Business of Acting for Video Games PDF Author: Julia Bianco Schoeffling
Publisher:
ISBN:
Category :
Languages : en
Pages : 228

Book Description
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.

The Art of Videogames

The Art of Videogames PDF Author: Grant Tavinor
Publisher: John Wiley & Sons
ISBN: 9781444310184
Category : Computers
Languages : en
Pages : 240

Book Description
The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art

Video Games

Video Games PDF Author: Andy Bossom
Publisher: Bloomsbury Publishing
ISBN: 1474255426
Category : Computers
Languages : en
Pages : 209

Book Description
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.

Storytelling in Video Games

Storytelling in Video Games PDF Author: Amy M. Green
Publisher: McFarland
ISBN: 1476668760
Category : Games & Activities
Languages : en
Pages : 236

Book Description
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.

The Art of Voice Acting

The Art of Voice Acting PDF Author: James Alburger
Publisher: Taylor & Francis
ISBN: 1136123415
Category : Technology & Engineering
Languages : en
Pages : 432

Book Description
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/

Game On, Hollywood!

Game On, Hollywood! PDF Author: Gretchen Papazian
Publisher: McFarland
ISBN: 1476601852
Category : Games & Activities
Languages : en
Pages : 233

Book Description
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).

Mastering the Game

Mastering the Game PDF Author: Jon Harrison
Publisher: CreateSpace
ISBN: 9781508762553
Category :
Languages : en
Pages : 294

Book Description
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?

How to Become a Video Game Artist

How to Become a Video Game Artist PDF Author: Sam R. Kennedy
Publisher: Watson-Guptill
ISBN: 0823008096
Category : Art
Languages : en
Pages : 162

Book Description
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.

Changing the Game

Changing the Game PDF Author: David Edery
Publisher: FT Press
ISBN: 0137151756
Category : Business & Economics
Languages : en
Pages : 238

Book Description
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

The Greatest Art Form

The Greatest Art Form PDF Author: Brett E. Mullaney
Publisher: CreateSpace
ISBN: 9781490541532
Category : Video games
Languages : en
Pages : 134

Book Description
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.