ABSTRACT

Every production is built on the backbone of the pipeline. While a functional and flexible pipeline can’t assure a successful project, a weak pipeline can guarantee its demise. A solid pipeline produces a superior product in less time and with happier artists who can remain creative throughout the grueling production schedule.

Walk through the foundational layers of the production pipeline, including IT infrastructure, software development practices and deployment policies, asset management, shot management, and rendering management. Production Pipeline Fundamentals for Film and Games will teach you how to direct limited resources to the right technological initiatives, getting the most for every dollar spent.

  • Learn how to prepare for and manage all aspects of the pipeline with this entirely unique, one-of-a-kind guide.
  • Expand your knowledge with real-world pipeline secrets handed to you by a stellar group of professionals from across the globe.
  • Visit the companion website for even further resources on the pipeline.

chapter |20 pages

Introduction

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore, Laurent M. Abecassis, Ben Carter, Ben Cole, Dave Stephens

chapter |19 pages

The Stages of Production

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore, Laurent M. Abecassis, Holly Newman, Marty Shindler, Dave Stephens

chapter |5 pages

Interlude: Previs and Related Data

ByRon Frankel

chapter |22 pages

Asset Creation for Film

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore, Laurent M. Abecassis, Huseyin Caner, Ken Museth, Katherine Roberts

chapter |7 pages

Interlude: Lidar: Asset Capture on Set

BySteve Chapman

chapter |22 pages

Asset Creation for Games

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore, Laurent M. Abecassis, Ben Carter, Jeff Isselee

chapter |29 pages

The Basic Functionality of a Pipeline

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore, Laurent M. Abecassis, Rob Blau, Ryan Mayeda, Manne Ohrstrom, John Pearl

chapter |20 pages

Systems Infrastructure

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore, Laurent M. Abecassis, Ben Carter, Martin Weaver, Fran Zandonella

chapter |22 pages

Software for a Studio Environment

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore, Renee Dunlop, Allan Johns

chapter |34 pages

Diving Deeper into Data Management

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore, Rob Blau, Ryan Mayeda, Manne Ohrstrom, Fran Zandonella

chapter |5 pages

Interlude: Metadata

ByDan McGraw

chapter |17 pages

Asset Management

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore Ben Carter, Nolan Murtha

chapter |6 pages

Interlude: Digital Asset Management at Laika

ByJeff Stringer

chapter |19 pages

Production Management

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore, Rob Blau, Ryan Mayeda, Manne Ohrstrom

chapter |20 pages

Interlude: Color and Sound

ByJim Houston

chapter |14 pages

Tying it All Together

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore

chapter |13 pages

Interlude: Virtual Production in Film and Games

ByGary Roberts

chapter |13 pages

Upcoming Trends and Technologies

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore, Rob Blau, Scott Houston, Kathleen Maher, Jon Peddie

chapter |11 pages

Interlude: Cloud Computing For Vfx

ByTim Green, Matt Hoesterey, Hannes Ricklefs, Mark Streatfield, Steve Theodore, Ben Carter, Dave Stephens, Fran Zandonella