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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

Kojima always had a knack for creating and worked on film and writing projects before deciding to enter the video game industry in the mid-1980s after securing a job at game developer Konami. Game Development Style & Philosophy. More than anything Kojima treats video games as a storytelling medium.

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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. The reveal of UEFN’s capabilities was described as “a game-changer,” comparable to Steve Jobs introducing a new iPhone.

Film 98
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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? Do you want to make people laugh at the silly things the game’s troops say if you click on them enough times? If so, you probably want to be a game writer. We need to understand, at least at a high level, all of its features.

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AppLovin's Modern Community and The Power of Game Narrative

Deconstructor of Fun

When Ahmetcan isn’t busy crafting analysis or designing killer features for consulting clients, you’ll find him exploring Berlin's vibrant tech scene or writing for Deconstructor of Fun in one of the hipster cafes of the city. Making a successful Match-3 is one of the most challenging tasks a mobile game developer can tackle.

Puzzle 52
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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. Anyone who is a cinematographer, game developer, artist, or those who are using Unity as a means to create complex behaviors and who have no desire to learn or continue writing code or detailing keyframes day after day.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Lost Ark outshines other MMO games because each element mentioned above is polished to the next level. Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Though, all of these foibles could be found in other games as well. The rough cutscene).