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3月7日

Interactive Cinematography

First session of the day was Interactive Cinematography with Thiery Adam of Ubisoft.  The presentation provided insight on changing the way we as game developers view cinematography and not to be locked into what film is doing because we can make it interactive and we should think of it as user cinematography.  He provided a couple of examples on how certain games frame shots and change the camera for better or worse.  One example that I found interesting was framing shots in first person view.  Using Farcry as his example, he showed how the player starts in a very closed enviroment and goes through a single door and then is exposed to the lush jungle that the game would be known for.  This is a space and time in the game where the level design was able to direct exactly where the player would be looking and it comes off very sucessful as that is a great moment in the game.  I am writing this from memory because the GDC bag didn't come with a pen and I am trying to save battery for the keynote which starts in 30 minutes.

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