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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. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ that might need to be created for certain specific cutscenes.

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Ask a Game Dev - Untitled Article

Ask a Game Dev

Storyboard Artist : Maps out how cinematics should look. Lays out general shot to shot progression and framing of cinematics to show the player what’s going on. Prop Artist : Creates the wire frames that form the shape of not living things. That said, this is a decent basic rundown of who does what on a given dev team.

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

CG Spectrum

To introduce Gerel to viewers/players, Alan, Dogyeong, and Joona (another team member) recently worked together to produce an evocative cinematic that establishes the events, motivations, and stakes of the characters leading up to the opening level of the game. About Overwrite Interactive's global game dev team & their roles.

Pixel 70
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The Kristala Dev Blog - Issue #36

Astral Clock Tower Studios

You're currently tuned in to the official Kristala Dev Blog, a monthly compilation of all the development done on our first game, Kristala: a Dark Fantasy ARPG created by women-owned indie game studio, Astral Clocktower Studios (hey, that's us!). Kristala Official Gameplay Trailer. AND NOW WE FINALLY CAN!!! Behold, friends!

Dev 52
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A day in the life of a narrative designer

Game Global

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. We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between.