Remove Animation Remove Cutscenes Remove Simulation
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How Drama and Fake Ads Convert To Real Profits

Deconstructor of Fun

Introduction I remember as a young product manager, working on major releases at Disney and Rovio how excited I was for the cutscenes. After release I was responsible for analyzing churn and sharing the results with the team: the cutscenes were driving users out of the game. The team poured their hearts into the work.

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

iXie gaming

Real-Time Rendering For decades, game developers relied on pre-rendered cutscenes and static assets to deliver high-fidelity visuals. This technique simulates realistic light behavior, creating lifelike reflections, shadows, and global illumination in real-time.

Art 52
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Movie Maker mode arrives in Godot 4.0

Mircosoft Game Dev

For decades, game engines have been used to create applications, simulations and more. These use cases include architecture visualization, cinema, animation and cutscene rendering. Recording cutscenes that will be displayed as pre-recorded videos in the final game.

Render 54
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Movie Maker mode arrives in Godot 4.0

Mircosoft Game Dev

For decades, game engines have been used to create applications, simulations and more. These use cases include architecture visualization, cinema, animation and cutscene rendering. Recording cutscenes that will be displayed as pre-recorded videos in the final game.

Render 52
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Sandbox vs themepark

Raph Koster

We used the term actively on MUD-Dev back in the day, making the distinction between simulation and “stagecraft.” MUD2 had far more simulation than MUDs did in the 90s … or any MMOs today! UO had that for simulation reasons. Any given game can decide where to draw that simulation line. Enter “simulationism.”

Sandbox 59
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“Put that planet to the left!”

Played with Fire

Astronomical observatory simulator, manipulating telescope POV, rotating planets on lens display like dioramas or puzzle boxes, relaxing, immersive 360 experience in space, UX pillars: precision, real-time, comfortable distances, avoiding locomotion sickness. . ✓ Poses & Suggestive shapes / animations (hand & object).

UX 52