Tim Green; Matt Hoesterey; Hannes Ricklefs; Mark Streatfield; Steve Theodore; Laurent M. Abecassis; Di-O- Matic; Ben Carter: Game Developer and Author, Heavy Spectrum Entertainment Labs; Jeff Isselee: Technical Lead, Skull Theater

Section 4.1 What You Will Learn From This Chapter

In the previous chapter, we looked at the steps involved in creating assets for films. Some of these are unique to visual effects: obviously, games have no direct equivalent for tasks such as plate prep or rotoscoping. Others, such as modeling, texture work, animation, FX, and rendering share commonalities with game development. However, there are also crucial differences.

In this chapter, we will look briefly at some of the more important ...

Get Production Pipeline Fundamentals for Film and Games now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.