2D艺术杂志 2DArtistMagazine040-Apr2009-Brad07.pdfVIP

2D艺术杂志 2DArtistMagazine040-Apr2009-Brad07.pdf

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2D艺术杂志 2DArtistMagazine040-Apr2009-Brad07

Environments: Part 10: Space Battle Space Painting capitalist, it is all about producing a convincing pitch. Let’s say your team has produced a rock-solid pitch with great ideas, a good script, and strong actor line up/game play, and have also discussed with relevant interested parties about your upcoming film/product. The thing that gets the product a green light is producing a) Proof of Concept (a.k.a. pre-production/line 0, whereby you can be relatively creative without the restraints of a script/game idea), and b) Key Scene Visuals (late pre-production/line 1, whereby some rules are set in stone and you need to explore the more exciting elements of your game/movie). If you’re successful at getting agreed to in your company/team’s contract with movie so that sets are made, props are built, over the first hurdle, then the next few stages the developer, publisher or investors are being and the whole film is produced on time and are roughly the elements of production. achieved. within budget. Production in games means passing through Production in movies means getting your initial The Composite Shot a rigorous set of monthly and quarterly proof of concept into production, and being on With reference to Fig.10, the amalgamated deadlines that show the progress of the game site to produce concepts, line art and further greyscale shot incorporates all the various in production and ensure that the objectives key visual scenes for each segment/act of your elements, shapes and forms. It all looks relatively confusing and is without any visual

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