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On the topic of cutscenes, do you think we will get to the point where fully pre-rendered cutscenes will be phased out entirely? Are there any other advantages to having a cutscene be pre-rendered rather than in engine besides the cutscene being “prettier” than the base graphics?

Ask a Game Dev

I don't think that we'll ever see pre-rendered cutscenes go away permanently. As in-engine rendering improves, AAA games will likely move away from pre-rendered cutscenes but AAA games are far from the only games that use cutscenes and have engines that can render high quality cinematic visuals (e.g.

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Does it take much work/money to edit cutscenes once finished? Like, you develop a cutscene but then you decide to change details like background, music, clothes, facial expressions of the characters or even add to the scene a character who originally wasn’t supposed to be there. How often does this happen?

Ask a Game Dev

Once upon a time, back when all cutscenes were pre-rendered FMV, it was tremendously expensive to make changes because making any small change required re-rendering the entire video which was enormously expensive. That is generally dependent on how many people are needed to do the work to make those changes.

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Sent this ask a while ago but I think Tumblr ate it so here it is: In which stage of game development are relationships between characters decided? Asking this because I recently found an old Final Fantasy VII relationship chart and originally some characters were supposed to have completely different bonds compared to the ones they ended up having in the actual game. These seem to be quite important plot points, so I assume that final decisions should be made before creating cutscenes? Or you can change stuff later if devs come up with better ideas?

Ask a Game Dev

For features like cutscenes, it depends on how much difficulty it takes to build the cutscenes. Making changes to pre-rendered FMV was untenable, so everything in the FMV sequences had to be locked in very early on in order to get it all done on time. In the original FF7, the FMV sequences were set in stone.

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Movie Maker mode arrives in Godot 4.0

Mircosoft Game Dev

However, with the ever-increasing visual fidelity of their rendering engines, game engines have grown in popularity for situations that demand high-end visuals. These use cases include architecture visualization, cinema, animation and cutscene rendering. Godot can record non-real-time video and audio from any 2D or 3D project.

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Movie Maker mode arrives in Godot 4.0

Mircosoft Game Dev

However, with the ever-increasing visual fidelity of their rendering engines, game engines have grown in popularity for situations that demand high-end visuals. These use cases include architecture visualization, cinema, animation and cutscene rendering. Godot can record non-real-time video and audio from any 2D or 3D project.

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The Future of 3D Art in Interactive Entertainment

iXie gaming

This technology allows game artists and developers to create high-quality and interactive 3D experiences using real-time rendering. Game artists can leverage the power of 3D art to create 3D cutscenes and cinematics that deliver compelling narratives. Therefore, they don’t need to pre-render images. The outcome?

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How to Use Unity Cinemachine Virtual Cameras

Game Designing

Yes, in the past, Unity has come up a little short when it came to interior renderings. Now, though, with Cinemachine, these interior renderings are beginning to look absolutely stunning. Some rendering programs complicate the process of importing files. It’s easy to import files.