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10.1145/3209621.3219744acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
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The past, present and future of the video game cinematic: a look at the evolution of the video game cinematic and its impact on the industry

Published: 12 August 2018 Publication History

Abstract

Balson, Aitken, Chamberlain, Vu, Ward and Jablonski comprise the top minds on the world of video game marketing and narrative content, having delivered trailers and cinematics for some of the area's most critically applauded work over the last three decades. In this talk they will discuss the tools, processes and technology that makes their work possible while also exploring a conversation that will seek to look at the creative and economic contexts that has underpinned their work. They will reveal the "what", "who" and "why" behind the creation of both game trailers and cinematics, shedding light on a growing sector that has often been applauded but rarely analyzed. Audiences will come away with a deeper understanding of video game trailer and cinematic animation; how the work in the area has crystallized into a distinct sub-genre; and why the future looks to propel this style of work beyond the boundaries of the video game and into new territory.

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MP4 File (08-463-balson.mp4)

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  • (2023)The Making of Cinematic Company Profile of Cultural Arts Education Study Program as Information Media and Promotion StrategyProceedings of the International Joint Conference on Arts and Humanities 2022 (IJCAH 2022)10.2991/978-2-38476-008-4_185(1713-1723)Online publication date: 18-Mar-2023

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  1. The past, present and future of the video game cinematic: a look at the evolution of the video game cinematic and its impact on the industry

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          cover image ACM Conferences
          SIGGRAPH '18: ACM SIGGRAPH 2018 Panels
          August 2018
          14 pages
          ISBN:9781450358125
          DOI:10.1145/3209621
          Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          Published: 12 August 2018

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          Author Tags

          1. VFX
          2. animation
          3. cinematics
          4. video games

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          SIGGRAPH '18
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          Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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          • (2023)The Making of Cinematic Company Profile of Cultural Arts Education Study Program as Information Media and Promotion StrategyProceedings of the International Joint Conference on Arts and Humanities 2022 (IJCAH 2022)10.2991/978-2-38476-008-4_185(1713-1723)Online publication date: 18-Mar-2023

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