Convergences in film and games technology
July 2015
Article No.: 4, Pages 1 - 2
Abstract
Film and game production have historically been on parallel yet distinct development tracks. With the advent of new technologies, video games now have the potential to create dynamically robust cinematic gameplay experiences; in turn, the adoption of real-time software has led to more artistically-driven asset creation and faster iteration cycles in film production. These convergences underlie significant paradigm shifts not only in how content is delivered and presented in film and games, but also in terms of the perspectives on how research and technology will be further developed to aid production workflow.
This panel aims to provide an open dialogue on the relevant convergences in film and game production processes and technologies. Consisting of leading minds from both industries, the panelists will debate the current state of artistically-driven production tools and resources in the context of their unique perspectives as pioneers in the field. They will provide their thoughts on what the key confluence points are, whether there are definitive differences that disallow one-to-one production convergence, and what challenges and implications there may be that are divergent from traditional mindset for both industries. Finally, the panel will look at emerging trends in the field in a lively discussion that will hopefully hone ideas and technologies both industries may invest in moving forward.
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- Convergences in film and games technology
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Published In
July 2015
7 pages
ISBN:9781450336338
DOI:10.1145/2786601
Copyright © 2015 ACM.
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Association for Computing Machinery
New York, NY, United States
Publication History
Published: 31 July 2015
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SIGGRAPH '15
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SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference
August 9 - 13, 2015
California, Los Angeles
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Overall Acceptance Rate 1,822 of 8,601 submissions, 21%
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