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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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Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

“We also took it a step further, every cutscene in Parallel Experiment is presented as a beautifully illustrated comic book page, with nearly 100 pages created to tell the story.” We actively connect with our audience on Instagram, Twitter, Facebook and TikTok, sharing updates, behind-the-scenes content and fun interactions.”

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Game-Changing Storytelling: How To Integrate Narrative Elements in Mobile Games

Game Refinery

However, these storytelling elements go far beyond the main narrative, with cutscenes and dialogue seamlessly integrated throughout the experience to build a truly immersive world. Diablo Immortal also builds on its narrative by periodically adding expansions, which add additional playable areas introduced through new story content.

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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. that might need to be created for certain specific cutscenes.

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

iXie gaming

This article explores the latest trends shaping the future of game art, including real-time rendering, stylized game art, AI-assisted creation, and the rising influence of user-generated content in shaping artistic directions. Schedule a consultation to future-proof your games art.

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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

It means a huge chunk of bespoke content won't be played much. You need to look for ways to stretch the content inexpensively. Playing with terrain is a relatively inexpensive way to stretch content, since you have to make terrain anyway. I would make four cutscenes showing key points in this war. To be fair.

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Does cut content exist for video games? Not material devs save for later use in dlcs or expansions, but content that was created and for some reason didn’t make it to the final product. Idk like, a boss battle was way too long so a portion of gameplay was cut off or some footage devs felt like removing from certain cutscenes.

Ask a Game Dev

Of course cut content exists. On the latest shipped game that I worked on, I was hired for and spent months working on a significant game mode that was eventually cut. Our game mode was playable with a full game loop but the higher-ups decided it wasn't shaping up to be what they wanted for the overall game.

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