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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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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.

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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.

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Sandbox vs themepark

Raph Koster

We used the term actively on MUD-Dev back in the day, making the distinction between simulation and “stagecraft.” MUD2 had far more simulation than MUDs did in the 90s … or any MMOs today! UO had that for simulation reasons. Any given game can decide where to draw that simulation line. Enter “simulationism.”

Sandbox 64
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The joys of the anti-farm sim: "Before the Green Moon" by turnfollow

Radiator Blog

Before The Green Moon (on Itch and Steam ) is a post-apocalyptic indie Harvest Moon / Stardew Valley / Animal Crossing inspired farm life sim about scraping by, in a decaying rural truckstop town with bored depressed locals you gradually befriend (or ignore). Imagine if Animal Crossing had the bravery to charge interest on the home loan!

NPC 59
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“Put that planet to the left!”

Played with Fire

Astronomical observatory simulator, manipulating telescope POV, rotating planets on lens display like dioramas or puzzle boxes, relaxing, immersive 360 experience in space, UX pillars: precision, real-time, comfortable distances, avoiding locomotion sickness. . ✓ Poses & Suggestive shapes / animations (hand & object).

UX 52
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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 98