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Zoochosis by Clapperheads will make you fear those lovely animals in the zoo

PreMortem.Games

Welcome to the unsettling world of Zoochosis by indie game studio Clapperheads. Behind all this madness is an indie studio, but not in the classical sense. Cinematic flair Valentin Shcheking highlights the cinematography and the systemic nature of the game as key features of Zoochosis. It’s crucial for us to find cool ideas.

Animation 154
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A friend of mine wants to become a game designer without learning any other disciplines in game dev, he seems very sure this is possible but his confidence comes off as “idea guy” to me. I like thinking about design as well and how it could all fit together cohesively but I’m worried he’s setting himself up for failure by not learning another discipline to go along with it. Am I correct in this thought or am I being an jerk?

Ask a Game Dev

That might mean working on combat, quests, cinematics, narrative, itemization, UX, enemies, levels/environments, or any of a number of other specialties. A cinematic designer doesn't need to understand how to code but does need to learn how to use tools like Source Filmmaker to stage and block cinematics.

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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

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. mobile, consoles with weaker hardware specs, indie games) for important parts. Certain genres of games (e.g.

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Gerel: Against The Corvus Empire - a pixel art video game by CGS grads

CG Spectrum

He decided to start his own indie game development studio, Overwrite Interactive , and create a video game from scratch. Cinematic for Gerel: Against the Corvus Empire produced by Alan, Dogyeong, and Joona. The game received an Epic MegaGrant in March, which helped Alan purchase some of the software required to create the cinematic.

Pixel 70
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Strategic Budgeting: How Filmmaking Magic Unfolds Between Location and Cost

Filmustage

We'll plunge into real-world examples, from Hollywood blockbusters to indie diamonds, where masterful budgeting strategies birthed legendary cinematic moments. Innovative problem-solving and resourcefulness are essential in finding creative solutions to budget limitations, ensuring the realization of cinematic visions in filmmaking.

Film 104
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Making Lucid with Eric Manahan

Game Dev Unchained

He stumbled upon an alpha build of a game called Iconoclasts. Eric recounted, “I was definitely building a community, and when I realized what was happening, I had to give it a home.” A hint of Super Metroid, a sprinkle of Mega Man X, a dash of Celeste, and the vibrant world-building reminiscent of Zelda.

Indy 64
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The Kristala Dev Blog - Issue #23

Astral Clock Tower Studios

Welcome back to the ever-enchanting Kristala dev blog, where you can get front-row seats to the development process for indie 3D dark fantasy ARPG Kristala, the first title from female-owned-and-operated indie game studio Astral Clocktower Studios. Are you ready to enter the fantasy? Here we go. 3D Asset Design. Level Design.

Dev 52