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Anima Flux is a co-op Metroidvania with a retro-futuristic visual flair

PreMortem.Games

Anima Flux , the latest game by studio Anima Flux, is exploring new territories in gaming. According to Andrey Songraf, Game Designer and Product Owner, this makes them pioneers of sorts. The game employs hand-drawn animated cutscenes to enhance its narrative, providing players with a detailed, dark world.

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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.

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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.

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.

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Game storytelling and narrative design

Jaunty Bear Games

Cinematography and cutscenes: Using in-game camera work and cutscenes to create cinematic and visually impactful moments that help to advance the story and immerse the player in the game world. The post Game storytelling and narrative design appeared first on Jaunty Bear Games.

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Korean indie dev Funnylocks “We made Unstoppable for a global audience”

PreMortem.Games

Set in a New York office building in the 1990’s, the game plays out as a action-filled mini series, including cutscenes that unravel the plot. “To To ensure authenticity, we referenced American dramas, cartoons, and games from that era when designing everything from the characters’ clothing to office props.”

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

The Bottom Feeder

In my last post about Zelda: Tears of the Kingdom (Z:TotK for short), a very popular game, I suggested that people would be interested in thoughtful criticism of slightly older games, once the dust has settled and people had the chance to calmly reflect about them. Most people don't actually care about deep dives into game design.

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Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

These insights help you as a developer to make informed decisions, refine gameplay, deliver tailored experiences that excite players, and optimize in-game economies. Leveraging Mobile Game Analytics in Game Design To maximize acquisition and retention, you must craft an irresistible game design.