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Filmmaking in Unreal Engine — how Hanny created her arthouse cinematic

CG Spectrum

Hanny shares her visually stunning final project with us, a short cinematic called Naima , detailing how she created her scenes in Unreal Engine, where she drew her inspiration from, and how the technical and creative support of her industry expert mentors allowed her to bring her vision to fruition. So, I signed up! Lighting the scene.

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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. Today, real-time rendering is redefining game development, offering dynamic lighting, physics-based effects, and cinematic quality graphics all rendered instantaneously.

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Scaling Art Production for Live-Service Games: Challenges, Innovations, and Future-Ready Pipelines 

iXie gaming

How do top game studios maintain a constant flow of high-quality assets without bottlenecks? With the right strategies, game studios can accelerate asset creation, streamline workflows, and maintain artistic consistency, ensuring their live-service games remain visually compelling and player-focused. Key solutions: (i).

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Does it take much work/money to edit cutscenes once finished? Like, you develop a cutscene but then you decide to change details like background, music, clothes, facial expressions of the characters or even add to the scene a character who originally wasn’t supposed to be there. How often does this happen?

Ask a Game Dev

Today, for an in-game cinematic, a lot of the things are done in real time so we can swap things out as needed. For the specific assets used in the cinematic, it depends on what it costs to make those new assets. If we already have the assets built for other reasons (e.g. Sometimes changes must be made (e.g.

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

Additionally, the modern backend can implement rendering methods , such as forward clustered, mobile, and more in the future (such as deferred clustered, cinematic, etc.). It means that assets are pulled from disk on demand (loaded only at the time they are needed), rather than as a part of a larger stage. Low level rendering access.

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Hello! I have a question about cutscenes. How does a decision get made about whether a cutscene can be skipped or not? I know some games have certain skipable cutscenes and others unskippable, and that in HD remakes of old games developers will sometimes add the ability to skip them. Do these decisions tend to be story-motivated or is there commonly a background mechanical reason to force a cutscene to play fully through?

Ask a Game Dev

Cinematics are mostly for storytelling purposes, but they also hid a very real secondary purpose - we would do a lot of game setup during cinematics, like streaming data off of a physical disc while the cinematic is playing so that we can load what comes next.

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How Drama and Fake Ads Convert To Real Profits

Deconstructor of Fun

Dramatic Narrative as Core : The overarching story unfolds in cinematic chapters, with key moments driving player progression and monetization. In contrast, DW:S opens with cinematics and characters meeting tragic fates. A thin but coherent narrative unfolds across chapters, keeping players engaged throughout the game.