Remove Cutscenes Remove Game Design Remove Writing
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Squad 51 vs. the Flying Saucers is a tribute to sci-fi movies of the ’50s

PreMortem.Games

“From the moment I got the idea of making it like an old movie I called the people from Fehorama Filmes to work on the live action cutscenes”, says Rosa. The initial idea was for them to just work on the cutscenes, but they ended up executive producing the whole project.” They had the know-how as producers, so they stepped in.

Cutscenes 104
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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

Most people don't actually care about deep dives into game design. But I DO Write Games For a Living I try out lots and lots of video games. Each time you find a “Geoglyph," you watch a cutscene which shows a sliver of what happened to Zelda. I would make four cutscenes showing key points in this war.

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Game storytelling and narrative design

Jaunty Bear Games

Player choice and agency: Giving players meaningful choices and consequences throughout the game that allow them to shape the story and the outcome of the game. The post Game storytelling and narrative design appeared first on Jaunty Bear Games.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Animation: Two perspectives, the separation of cloud and mud Lost Ark has a sincere visual performance, among which are various cutscenes from a top-down perspective. Despite the game’s powerful use of top-down view, the live cutscenes of Lost Ark are full of bugs. The rough cutscene). The grand scene).

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How to Use Unity Cinemachine Virtual Cameras

Game Designing

In short, Unity Cinemachine opens up an entirely new world of opportunities for animation, game design and development, and directors working with virtual cameras. In short, the Unity Cinemachine is a game-changer. This is great for replacements and cutscenes, especially those that have variable scenarios.

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The three most important qualities in an RPG

Keith Burgun

Of course there are dozens of established techniques that help designers create a sense of wonder – hiding information, increasing interactivity, increasing scope or density, etc – and I’m definitely not saying that you shouldn’t use these.

Fantasy 52
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Ask a Game Dev - Untitled Article

Ask a Game Dev

This is one of those situations where simply putting it into a cutscene would easily cause a separation of the player from Kratos - it’s a reminder to the player that Kratos is someone who would have to do such a horrible thing, which serves as a bit of a shock. When you’re sitting down to write and design your story, you must remember this.