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Why are there games without dedicated stealth mechanics that put in random stealth sections? Theres a fair number of times those situations either lack tools for the player to properly plan their route and identify threats (lack of a proper cover mechanic/corner look for example) or they lack proper detection for enemy units leading to immersion breaking behavior (no noise detection leading to a full sprint directly behind someone not being detected) and those types of things seem integral to a stealth style of game. While they can obviously be done well when done poorly they can feel like a very frustrating or out of place moment in an otherwise very good game.

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We do this by sprinkling in other tasks to break it up a bit - UI manipulation to equip something new, leveling up interface to do other things, conversations, mini games, cinematics, and so on. Join us on Discord ] and/or [ Support us on Patreon ] Got a burning question you want answered?

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[From the industry] Hub and Spoke Games launches to provide biz dev services

Game Development News

Hub and Spoke Games will offer expert experience, knowledge, services, and sales within the external development (exdev/outsourcing/WFH), cinematics, QA, localisation, audio, game scouting, publishing, PR/marketing, B2B events and advertising industries. The agency is focused on working with a select …

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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.

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When you're watching a cinematic in a game like Spider-Man, what are you seeing on screen? You're not looking for where to go next, because it's all pre-planned out for you - the purpose of this short cinematic is to tell a story - Spider-Man has to get out of here quickly. Here's what I mean.

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Is there much of a difference between a digital media degree and a game design degree when it comes to applying for jobs within the gaming sector? Or is it dependent on the role you are applying for?

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We're ultimately looking for candidates who can do the work that the job entails - cinematic designer, gameplay programmer, texture artist, associate producer, QA engineer, and so on. Short questions: Ask a Game Dev on Twitter Short questions: Ask a Game Dev on BlueSky Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ

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Hi! I’m a Brazilian fan of your work, and I want to thank you for all the content you share. I often see heated discussions about the role of consulting companies in game development, and I’d love to hear your perspective. In practice, how much influence do these consultancies have on making changes to a game? Do you think they have the power to shape development in a meaningful way? Thanks for your time!

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Whether the devs doing the narrative design, quest design, cinematic design, character design, item design, etc. A company like Sweet Baby Inc. is generally brought on to answer questions about the representation of people within the game they're consulting on, since that is their field of expertise.

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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?

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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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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?

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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. a different outfit for this character), it's a lot cheaper than having to build a new asset from scratch for the cinematic.