Remove Cinematics Remove Cutscenes Remove Technology
article thumbnail

I feel like I or someone else asked you this, but do you think that gameplay will ever get to the point where it looks like the fancy prerendered cutscenes? Even the outstanding visuals we have now, don’t really look like say, Sonic Unleashed’s opening cinematic from….Christ, 2008 was really 15 years ago. Anyway, Is there a way to match that that look in style and fidelity or is it just kind of a “physics” thing where that’s basically not possible? What stops that if that’s the case.

Ask a Game Dev

I don't believe that gameplay will ever look like fancy prerendered cutscenes because gameplay has certain needs that cutscenes do not, and cutscenes have certain needs that gameplay does not. When you're watching a cinematic in a game like Spider-Man, what are you seeing on screen? Here's what I mean.

article thumbnail

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.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

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.

article thumbnail

I feel like I or someone else asked you this, but do you think that gameplay will ever get to the point where it looks like the fancy prerendered cutscenes? Even the outstanding visuals we have now, don’t really look like say, Sonic Unleashed’s opening cinematic from….Christ, 2008 was really 15 years ago. Anyway, Is there a way to match that that look in style and fidelity or is it just kind of a “physics” thing where that’s basically not possible? What stops that if that’s the case.

Ask a Game Dev

I don't believe that gameplay will ever look like fancy prerendered cutscenes because gameplay has certain needs that cutscenes do not, and cutscenes have certain needs that gameplay does not. When you're watching a cinematic in a game like Spider-Man, what are you seeing on screen? Here's what I mean.

article thumbnail

The Future of 3D Art in Interactive Entertainment

iXie gaming

As the gaming world changes, new technologies have become essential in modern games. This technology allows game artists and developers to create high-quality and interactive 3D experiences using real-time rendering. Cinematics and Storytelling: 3D art is a powerful cinematics and storytelling tool.

article thumbnail

How to Use Unity Cinemachine Virtual Cameras

Game Designing

This can be ideal for cinematics who have been looking for a way to fully automate in game camera systems. It’s the same as with any new technological development. They won the Technology and Engineering Emmy® award for excellence and engineering creativity. Is There a Learning Curve to Cinemachine? A bit of a learning curve.

article thumbnail

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

iXie gaming

Game art has undergone a seismic transformation over the past decade, driven by technological advancements, evolving player expectations, and a rapidly growing industry. Real-Time Rendering For decades, game developers relied on pre-rendered cutscenes and static assets to deliver high-fidelity visuals.

Art 52