18 blog posts found matching keyword search for: video gaming in Sunrise
As the technology evolves and becomes more accessible, virtual reality (VR) is finding its way into unexpected places. The result means unlimited potential for creating completely immersive virtual environments for everything from designing cars in midair to building virtual film sets.
In the world of video game production, there's a lot of time that goes into elements such as designing landscapes, people and the wardrobes, which is a major part of bringing characters to life. Makeup artist Kelton Ching is responsible for creating all of the wardrobes and masks for the upcoming Lovecraft-inspired open world game from Frogwares, The Sinking City, during E3. What goes into wardrobe for video games? Is it much different than wardrobe design for film? Kelton answers these questions and more.
If it feels like everyone is jumping on the Virtual Reality / 360-video Hyperloop that’s because the consumer market has hurdled from zero to roughly six million units in just a few months. You can thank the casual and hard-core gamers who comprise a majority of the VR population but, while non-gaming adoption is light, platforms like Facebook and YouTube are taking it seriously.
The domination of video has made it an exciting time to have a hand in the production industry. As we head into 2019, emerging technologies are beginning to disrupt the way we create and consume content. New gear, formats, and expectations are setting the stage for mini-revolutions across business and media. We have already begun to see the first signs of where things are headed- some to be expected and others more surprising.
While the majority of Mainstream Media's live streams are multi-camera configurations, there are numerous situations where only one camera is needed. Events such as online learning modules, press conferences, electronic news gathering, and internal corporate broadcasts can be really successful with a simple one-camera setup.
by Nina StreichThe panel opened with the question, “Has old media died off?” and the interesting factoid that social media has now exceeded porn as the most used aspect of the internet.All the panelists agreed that the distinction between old and new media is shrinking. Mina Seetharaman (MS) said that everyone used to think of TV as old media but now all media - new or old - goes through a pipe.
There are few current trends in media and entertainment as exciting and fast-growing as Esports (an umbrella term encompassing competitive gaming across a number of distinct games). Growing out of the humble origins of arcade tournaments, and online game play-throughs, Esports have experienced a meteoric rise recently, though tournaments have been broadcast by channels such as GIGA since the early 2000s.
With “disruption” being used as common vernacular to describe the television industry, how do content creators, advertisers and consumers move through this ever-changing environment? Is it streaming services driving micropayment models or gaming box aggregators letting us choose multiple services to consume? How will content consumption be impacted with a la carte behavior models driving the audience to new personalized viewing solutions? Who’s got the straight dope on this trend (if it even IS a trend yet)? Our panel does, and they share it with you in a “must see” session!
Pokémon Go is a bona fide cultural phenomenon. It may just be the biggest mobile game in U.S. history, and developers are now scrambling to snatch up other popular IPs to attach to similar kinds of AR games.
Quantum Break, Keeping in Time with Mistika: A Chat with VFX Supervisor and Colourist Juan Ignacio Cabrera
The action-adventure video game market as we knew it changed forever when the sci-fi game Quantum Break was released worldwide in April this year. Developed by Remedy Entertainment, published by Microsoft Studios and produced by Lifeboat Productions, Quantum Break is a unique blend of traditional third person interactive gameplay and an integrated live-action television show featuring the actual actors of the characters whose outcome is affected by the player’s choices throughout the game.