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How WB Montreal made Gotham Knights ' cutscenes work for four playable heroes

Game Developer

WB Montreal's Wilson Mui discussed how Gotham Knights ' cutscenes were made with its four heroes in mind, while ensuring they maintained their own individuality.

Cutscenes 226
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Narrative in trailers, cutscenes and cinematics (for the game music composer)

Game Developer

Emphasizing narrative using game music - 4th in an article series on music for trailers, cutscenes, & cinematics, by composer Winifred Phillips.

Cutscenes 189
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Activision quietly recast Black Ops 6 Zombies actors during SAG-AFTRA strike

Game Developer

Pre-release versions of Call of Duty: Black Ops 6 Zombies cutscenes contain different voiceover performances than those heard in the final game.

Cutscenes 278
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VR Storytelling in Games

Played with Fire

1⃣ Short Play Sessions Limit Deep Narratives Most VR players engage in 30-60 minute sessions , much shorter than traditional gaming. Developers struggle to fit complex plots into these timeframes, leading to simplified stories or a focus on action over depth. This enhances role-playing elements and deepens engagement.

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

Game Refinery

Narrative design has always been an important part of video game development, but its significance in modern-day games continues to grow as narrative elements play an important role in player engagement and retention. This storyline is the primary driver for most of the game as the player levels up their character.

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Aerial_Knight’s We Never Yield developer Neil Jones “I’m proud of the story and design”

PreMortem.Games

.” Marinating in my head BetaJester’s role was crucial in handling the functionality and technical aspects of the game, allowing Jones to concentrate on the design elements. “At the end of the day, I really like how this game turned out though, and that’s all a part of me really cares about.”