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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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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

The important thing to think about when it comes to development is that we can't build the game sequentially, we have to build as much of the game in parallel as we can. building environments, creating animations and rigs, building the technology), and then do the things that take less time to complete later.

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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. a different outfit for this character), it's a lot cheaper than having to build a new asset from scratch for the cinematic.

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So how much $ (in general) does it cost to produce a fully animated/rigged, fully voiced 1-3 minute cutscene in a game that’s in ongoing development (something like SWTOR, where they have a lot of prebuilt assets)? Like just a general low range and high range? I’m seeing a lot of people complaining about prioritizing content they want, and don’t know enough about the behind the scenes costs to properly communicate they’re being unrealistic with their complaints.

Ask a Game Dev

The cost of any content in game dev is directly proportional to how much new stuff needs to be created for that content. that might need to be created for certain specific cutscenes. that might need to be created for certain specific cutscenes. that might need to be created for certain specific cutscenes.

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Korean indie dev Funnylocks “We made Unstoppable for a global audience”

PreMortem.Games

Set in a New York office building in the 1990’s, the game plays out as a action-filled mini series, including cutscenes that unravel the plot. “To The post Korean indie dev Funnylocks “We made Unstoppable for a global audience” appeared first on PreMortem Games. Unstoppable is available now on Steam.

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A day in the life of a narrative designer

Game Global

When you imagine doing this job, is it mostly about crafting amazing cutscenes? You should concentrate on building up your writing portfolio and getting regular game writing work. Their job is to choose the clearest, highest-quality words they can assemble, and (usually) give them to other devs to be put into the game.

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Ask a Game Dev - Untitled Article

Ask a Game Dev

This is one of those situations where simply putting it into a cutscene would easily cause a separation of the player from Kratos - it’s a reminder to the player that Kratos is someone who would have to do such a horrible thing, which serves as a bit of a shock. Build your content in a way that facilitates player activity, not passivity.