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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. When we're in deadlines, we have deadlines - this is the last day for us to make changes to the feature we're working on. This means we have to start work on the things that take the longest as early as possible (e.g.

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Hideo Kojima: Influential and Innovative Video Game Director and Writer

Game Designing

Combined with his love for film, this leads to deep story-driven games with lengthy and cinematic cutscenes (Metal Gear Solid 4 once held the world record for the longest cutscene in any game). His games’ cinematic qualities and high technical standards also laid the early groundwork for our modern big-budget AAA games.

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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? Our most important storytelling tool is not the written word: We use the game’s feature set to tell its story. We need to understand, at least at a high level, all of its features. That’s why we have to understand the feature set.

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How to Use Unity Cinemachine Virtual Cameras

Game Designing

This can be ideal for cinematics who have been looking for a way to fully automate in game camera systems. However, the way that Unity has developed Cinemachine makes it streamlined, with a quick learning curve, and robust features that make it worth the investment. It’s the same as with any new technological development.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Animation: Two perspectives, the separation of cloud and mud Lost Ark has a sincere visual performance, among which are various cutscenes from a top-down perspective. The rough cutscene). The grand scene).

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UEFN & HaZ Dulull- A New Dawn for Creators

Game Dev Unchained

However, with the quality threshold of animated films matching the one of video game cinematics, he says, the gaming industry’s influence is being acknowledged more than ever. For a long time, game studios looked to films for inspiration to make their cutscenes and dialogues more cinematic.

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