One of this issue's biggest stories isn't a game: Oscar and Emmy-winning director James Moll follows three men running nearly 50 miles each day across the Sahara Desert, offering insights into documentary filmmaking, storytelling, and the frame. So why an issue on games production? Because it's diverse, and growing fast. Because there are jobs there. Rick Castaneda helped design a gaming first: cinematic Bingo! This unique project combined every aspect of his team's expertise, including motion graphics, animation, interactivity scripting, surround sound authoring – even designing buttons on the handheld remotes for a theater full of players. One of the world's truly cutting-edge developers shows the future of gaming on the most sophisticated platform yet: the iPhone and iPod Touch. Dustin Lau reveals media management secrets learned from turning 14 hours of raw game capture footage into a 30-minute show, 40 times per year. William Dwyer offers a tour through the Five Stages of Grief in working with clients. In another set-up saga, Bob Zelin sweats bullets as he installs one of the first Blackmagic Broadcast Videohubs in the US, in the facility of one of the world's biggest games companies. It's a reminder that people who make video games work with a LOT of video. And Ron Lindeboom shares how careful listening turns failure to success. You'll have as much fun reading this issue as we did making it.
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Failure is a master teacher because its lessons are burned into your psyche and are rarely forgotten. Its lessons are often replayed over and over until every nuance of meaning is understood from many angles.
Bob Zelin is always willing to integrate the newest solutions for his systems integration clients. Only this one was VERY new... and if everything didn't go exactly right, it was game over.
In this article from The Creative COW Magazine, Bob Stevenson, Chief Creative Officer for ngmoco (Next Generation MObile COmpany), imagines what's possible when iPhone and iTouch are seen, above all, as very advanced game devices.
Here's how one team turns 14 hours of raw footage on the latest games into a 30-minute TV show every week, 40 times a season. In this Creative COW Magazine article Dustin Lau discusses some tricks for high end digital media management.
Everything is fine, until the client gets involved! Now there's a long list of changes to make, on the same schedule and budget. In this article from The Creative COW Magazine, video game producer, William Dwyer discusses the game development process and how it aligns with the five stages of grief.
The team at Psychic Bunny worked on whatever interested them - perfect preparation for a job that even the client couldn't describe. In this Creative COW Magazine article Rick Castañeda gives you a behind the scenes tour of how they made cine bingo and teaches a few tips on interactive game making.
Running 4300 miles across the world's largest desert sounds impossible. But once Academy Award-winning director James Moll heard that three guys were going to try, he knew he had to hear - and tell - their story. In this Creative COW Magazine expanded interview, James talks about the incredible journey of both the runners and the filmmakers, while also offering insights into filmmaking, storytelling, and the frame.
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