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

iXie gaming

Titles like Fortnite, Apex Legends, and Genshin Impact have redefined player engagement through frequent content drops, seasonal events, and community-driven updates. Continuous Content Updates: Players expect frequent refreshes in the form of character skins, props, and new environments. These include: (i).

Art 52
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So how much $ (in general) does it cost to produce a fully animated/rigged, fully voiced 1-3 minute cutscene in a game that’s in ongoing development (something like SWTOR, where they have a lot of prebuilt assets)? Like just a general low range and high range? I’m seeing a lot of people complaining about prioritizing content they want, and don’t know enough about the behind the scenes costs to properly communicate they’re being unrealistic with their complaints.

Ask a Game Dev

The cost of any content in game dev is directly proportional to how much new stuff needs to be created for that content. that might need to be created for certain specific cutscenes. that might need to be created for certain specific cutscenes. or approximately $2,500 per development week per person.

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Ask a Game Dev - Untitled Article

Ask a Game Dev

All designers and content creators answer to him. Keeps a high level view of the game’s content and systems to make decisions to direct the different design subteams during development towards the ultimate goal. Storyboard Artist : Maps out how cinematics should look. Builds tools for other designers need to create the content.

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How to Use AI to Identify Risks in Your Script (e.g., COVID-19 Restrictions)

Filmustage

Try Filmustage Understanding AI Script Analysis The industry-standard script analysis tools have transformed the way studios evaluate content. The systems examine content indicators that determine ratings, including mature themes and sensitive material. Streamline planning, enhance safety, and optimize budgets effortlessly.

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Scheduling Techniques for International Filmmaking

Filmustage

Need an emergency prop? Production houses now rely on these digital systems to handle their growing content collections. Production leaders must verify their workflows meet ISO/TC 36 requirements, especially when preparing content for different markets. Extra hands? They know just who to call.

Film 52
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Call of Duty: Online is dead. Long live Call of Duty: Online!

Deconstructor of Fun

The first question around non-PVP content (single player campaign, Zombies) was resourcing: non-PVP content required the most development heads and was the least retentive in the long term, since players tended to not return after completing it.

Content 52
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A day in the life of a narrative designer

Game Global

We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between. How should I space out my content to create the pacing I want? We need to understand, at least at a high level, all of its features. Creative writing.