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  1. #1
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    Photography for a game....

    Has anyone done photography for a game i.e a racing game where they want to feature a circuit they want detailed photographs of. They've provided me with a 30 page guideline and asked if I am interested in doing it...I'm sure I wasn't the only photographer approached but I want to try to give this a crack if I can depending on the advice I get here (and if my quote meets their budget). So any advice welcome.....

    Thanks....
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  2. #2
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    That sounds like a lot of fun!
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  3. #3
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    Heh... rent a tilt/shift or tilt lens if you can. DOF without diffraction will be a pain in the neck without one. Figure out lighting before hand - one hour doing lighting saves hours and hours on photoshop cloning out hotspots.

    Otherwise, it really depends on what you're shooting and what kind of space you've got.
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  4. #4
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    Heh, i have a background in videogame construction, man that job sucks ass.

    Its a cool oportunity you've been handed out, and its one of those recurrent clients aslong as their business survives lol.

    Are the photos going to be used for Textures ? as references ? Promos ? What exactly do they want the photos for ?

    Photography for a videogame is extremely different depending on what the purpose is.

    Ie taking pictures for textures, taking pictures for backgrounds, taking reference pictures, etc.

    Only promo shots would really involve you needing to light a scene, i think.
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  5. #5
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    Quote Originally Posted by fionndruinne View Post
    That sounds like a lot of fun!
    More like a challenge...though I like a challenge...

    Quote Originally Posted by jekostas View Post
    Heh... rent a tilt/shift or tilt lens if you can. DOF without diffraction will be a pain in the neck without one. Figure out lighting before hand - one hour doing lighting saves hours and hours on photoshop cloning out hotspots.

    Otherwise, it really depends on what you're shooting and what kind of space you've got.
    They want me to shoot a race track. Doubt I'd need lights. Not sure about the need for a T/S lens but I think I'll need a fisheye from the looks of it...

    Quote Originally Posted by Csae View Post
    Heh, i have a background in videogame construction, man that job sucks ass.

    Its a cool oportunity you've been handed out, and its one of those recurrent clients aslong as their business survives lol.

    Are the photos going to be used for Textures ? as references ? Promos ? What exactly do they want the photos for ?

    Photography for a videogame is extremely different depending on what the purpose is.

    Ie taking pictures for textures, taking pictures for backgrounds, taking reference pictures, etc.

    Only promo shots would really involve you needing to light a scene, i think.
    They require pictures for...

     Planning and design imagery
    The environment and setting
    The location and orientation of all items

     Structural and placement imagery
    How the item is constructed
    How the item looks and sits within its environment

     Detail and textural imagery
    Material surface properties
    Texture


    Image categories
    
    • Track Section Reference
    •  Ground Surface
    •  Objects
    •  Horizon
    •  Style Guide
    •  Fisheye
    •  Miscellaneous
    •  Aerial Photography (optional depending on brief)
    Film
    Nikon EM, Series E lenses 50mm f1.8|28mm f1.8|100mm f2.8, Sigma 80-200mm f4.5-5.6
    Minolta Riva 100AF, Sinpo PQ-3, Olympus mju-III wide 100, Yashica 635
    Digital
    Sony cybershot W90, cybershot T90
    Canon A720i|400D|7D|5DMKII|85mm f1.8|24-105mm f4|135mm f2|40mm f2.8|430EX II*2|BG-E3|BG-E7
    Sigma 24mm f1.8|50mm f2.8|105mm f2.8 Samyang 8mm fisheye
    Portfolio

  6. #6
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    OK... that does sound hard

    A lot of work involved. I would think it'd be quite profitable though. Depending on their budget. Do you know/can you mention which developer is involved in the game's creation?
    Nikon D40 + kit lens

    Nikkor 50mm f/1.8 D AF(...or not)

  7. #7
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    developers: codemasters....

    I'm still not sure if I can do it cause some of the things they've mentioned kinda goes above my head... :|
    Film
    Nikon EM, Series E lenses 50mm f1.8|28mm f1.8|100mm f2.8, Sigma 80-200mm f4.5-5.6
    Minolta Riva 100AF, Sinpo PQ-3, Olympus mju-III wide 100, Yashica 635
    Digital
    Sony cybershot W90, cybershot T90
    Canon A720i|400D|7D|5DMKII|85mm f1.8|24-105mm f4|135mm f2|40mm f2.8|430EX II*2|BG-E3|BG-E7
    Sigma 24mm f1.8|50mm f2.8|105mm f2.8 Samyang 8mm fisheye
    Portfolio

  8. #8
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    Figured it all out....Should be about 3,000 pictures and should take me at least 2 full days. At my normal charges I should charge approximately $1,500.....is that appropriate...
    Film
    Nikon EM, Series E lenses 50mm f1.8|28mm f1.8|100mm f2.8, Sigma 80-200mm f4.5-5.6
    Minolta Riva 100AF, Sinpo PQ-3, Olympus mju-III wide 100, Yashica 635
    Digital
    Sony cybershot W90, cybershot T90
    Canon A720i|400D|7D|5DMKII|85mm f1.8|24-105mm f4|135mm f2|40mm f2.8|430EX II*2|BG-E3|BG-E7
    Sigma 24mm f1.8|50mm f2.8|105mm f2.8 Samyang 8mm fisheye
    Portfolio

  9. #9
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    Apr 2008
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    1,500$ what US ? For two days of work.. Thats what 16 hours of actual work ? Or are we talking 48hours of total work spread over...

    That seems steep... i don't know much about pricing though, charge what you can get away with and keep the customer happy , im sure photography prices are widely different depending on the where/what/when/how.


    Most of the videogame pictures i've used in production weren't anything special though, the pictures we used as baseplates for textures were a bit different then your normal pictures, and that was even before we start applying processing to it.

    Most of the pictures were day/night/sunset, and were just used as references, so we know what the thing we're supposed to build looks like, what kind of colors, reflections, dimensions, etc. The helpfull ones not only looked real pretty, but also had a reference point in them for dimensions, a human next to a tall building with no windows, a road lined with x amount of cars before a turn, etc.

    The descriptions you got sound a bit vague, not sure exactly what they want, i get the feeling its just references, ie "What does the ground look like in the pit?" "What does the track look like at the finishing line?" "What does the sidelines look like" etc. But i can't be sure.

    If my boss just asked me to build a 3d racetrack, i'd ask him for reference photos, and would look at the sizes, materials, particular style if any, etc. Where are the lights, how tall are they, what kind are they, where do they point, etc.
    Last edited by Csae; 08-29-2009 at 11:50 AM.
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  10. #10
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    Jun 2007
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    If I apply my normal hourly rates to the number of hours I'll need to spend i.e 18hours shooting I get approx US$ 1,200. Also keep in mind I'll need to travel approximately 120miles to get to the destination....so want to quote accordingly....plus 3K pictures are a lot IMO...

    Anyway here's a link to their PDF...have a look and let me know what you think...
    http://www.4shared.com/file/12869297..._non-race.html
    Film
    Nikon EM, Series E lenses 50mm f1.8|28mm f1.8|100mm f2.8, Sigma 80-200mm f4.5-5.6
    Minolta Riva 100AF, Sinpo PQ-3, Olympus mju-III wide 100, Yashica 635
    Digital
    Sony cybershot W90, cybershot T90
    Canon A720i|400D|7D|5DMKII|85mm f1.8|24-105mm f4|135mm f2|40mm f2.8|430EX II*2|BG-E3|BG-E7
    Sigma 24mm f1.8|50mm f2.8|105mm f2.8 Samyang 8mm fisheye
    Portfolio

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