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Emerging Trends in Game Art: Real-Time Rendering, Stylized Game Art, and Beyond 

iXie gaming

By 2026, the gaming industry is expected to reach $321 billion , with real-time rendering and AI-driven game art playing a pivotal role in its growth. What was once a domain dominated by pre-rendered graphics and traditional artistry has now shifted toward real-time rendering, highly stylized visuals, and experimental aesthetics.

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On the topic of cutscenes, do you think we will get to the point where fully pre-rendered cutscenes will be phased out entirely? Are there any other advantages to having a cutscene be pre-rendered rather than in engine besides the cutscene being “prettier” than the base graphics?

Ask a Game Dev

I don't think that we'll ever see pre-rendered cutscenes go away permanently. As in-engine rendering improves, AAA games will likely move away from pre-rendered cutscenes but AAA games are far from the only games that use cutscenes and have engines that can render high quality cinematic visuals (e.g.

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Sent this ask a while ago but I think Tumblr ate it so here it is: In which stage of game development are relationships between characters decided? Asking this because I recently found an old Final Fantasy VII relationship chart and originally some characters were supposed to have completely different bonds compared to the ones they ended up having in the actual game. These seem to be quite important plot points, so I assume that final decisions should be made before creating cutscenes? Or you can change stuff later if devs come up with better ideas?

Ask a Game Dev

building environments, creating animations and rigs, building the technology), and then do the things that take less time to complete later. For features like cutscenes, it depends on how much difficulty it takes to build the cutscenes. In the original FF7, the FMV sequences were set in stone.

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Movie Maker mode arrives in Godot 4.0

Mircosoft Game Dev

However, with the ever-increasing visual fidelity of their rendering engines, game engines have grown in popularity for situations that demand high-end visuals. These use cases include architecture visualization, cinema, animation and cutscene rendering. Recording procedurally generated animations or motion design.

Render 54
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Movie Maker mode arrives in Godot 4.0

Mircosoft Game Dev

However, with the ever-increasing visual fidelity of their rendering engines, game engines have grown in popularity for situations that demand high-end visuals. These use cases include architecture visualization, cinema, animation and cutscene rendering. Recording procedurally generated animations or motion design.

Render 52
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The Future of 3D Art in Interactive Entertainment

iXie gaming

This technology allows game artists and developers to create high-quality and interactive 3D experiences using real-time rendering. In fact, the 3D animation art styles are translated to visually stunning and captivating worlds, adding fun to interactive entertainment experiences. Therefore, they don’t need to pre-render images.

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How to Use Unity Cinemachine Virtual Cameras

Game Designing

Coding camera angles for games and animation has been a pain … Until now. In short, Unity Cinemachine opens up an entirely new world of opportunities for animation, game design and development, and directors working with virtual cameras. This was created by Unity in collaboration with Disney Television Animation.