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How Drama and Fake Ads Convert To Real Profits

Deconstructor of Fun

Introduction I remember as a young product manager, working on major releases at Disney and Rovio how excited I was for the cutscenes. After release I was responsible for analyzing churn and sharing the results with the team: the cutscenes were driving users out of the game. The team poured their hearts into the work.

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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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Design review of Redfall by Arkane Studios Austin

Radiator Blog

Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. All the dynamic cutscenes and dialogue sequences relied on 4 player characters all bantering amongst each other like in Buffy or something. But not really.

Studios 246
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The joys of the anti-farm sim: "Before the Green Moon" by turnfollow

Radiator Blog

Unlike Stardew Valley, there's no visible relationship meter or tutorial here -- only soft hints that a certain NPC might want to see the fish you catch, or that another is interested in unique plants, or a random cutscene where a character gets excited about electronics.

NPC 147
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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. This technique simulates realistic light behavior, creating lifelike reflections, shadows, and global illumination in real-time.

Art 52
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Designer Notes #69: Chris DeLay – Part 2

Designer Notes

They discuss how to play Prison Architect without a prison, why the game needed cutscenes, and how to design an economy when the world is ending. Games discussed: Prison Architect , Scanner Sombre , The Last Starship , Academia: School Simulator , Road to Ruin , Oxygen Not Included , Dwarf Fortress , Old World.

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Movie Maker mode arrives in Godot 4.0

Mircosoft Game Dev

For decades, game engines have been used to create applications, simulations and more. These use cases include architecture visualization, cinema, animation and cutscene rendering. Recording cutscenes that will be displayed as pre-recorded videos in the final game.

Render 54