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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.

Art 52
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Movie Maker mode arrives in Godot 4.0

Mircosoft Game Dev

The idea of using a game engine for projects other than creating video games is not new. For decades, game engines have been used to create applications, simulations and more. These use cases include architecture visualization, cinema, animation and cutscene rendering. What is Movie Maker mode for?

Render 54
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Movie Maker mode arrives in Godot 4.0

Mircosoft Game Dev

The idea of using a game engine for projects other than creating video games is not new. For decades, game engines have been used to create applications, simulations and more. These use cases include architecture visualization, cinema, animation and cutscene rendering. What is Movie Maker mode for?

Render 52
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UEFN & HaZ Dulull- A New Dawn for Creators

Game Dev Unchained

I was excited to discuss the sharing of tools and knowledge between the gaming and film industries, a phenomenon that has been more noticeable lately with the development of technologies like Unreal Engine 5. The adoption of Unreal Engine for pre-visualization is a case in point.

Film 98
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AppLovin's Modern Community and The Power of Game Narrative

Deconstructor of Fun

Making a successful Match-3 is one of the most challenging tasks a mobile game developer can tackle. To succeed, you need a top-of-the-line game engine in addition to an engaging and differentiated metagame, and, even if you have both, you need a robust UA campaign to entice players.

Puzzle 52
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How to Use Unity Cinemachine Virtual Cameras

Game Designing

They won the Technology and Engineering Emmy® award for excellence and engineering creativity. With that in mind, Cinemachine is a feature-rich plug-in that was also designed with game developers at the forefront of their thoughts. You have to pay for extra plug-ins to export, for example, FBX meshes out of an engine.

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Sandbox vs themepark

Raph Koster

But either one was radically different in that way than the most popular game engine, which was the Diku style (we called them “codebases” back then). All the content in the game was just data in fields. It’s stuff that single-player game designers know how to do. Breadcrumbs, dialogue trees, cutscenes, progression paths.

Sandbox 59