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Filmmaking in Unreal Engine — how Hanny created her arthouse cinematic

CG Spectrum

Hanny shares her visually stunning final project with us, a short cinematic called Naima , detailing how she created her scenes in Unreal Engine, where she drew her inspiration from, and how the technical and creative support of her industry expert mentors allowed her to bring her vision to fruition. So, I signed up! Lighting the scene.

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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. Today, for an in-game cinematic, a lot of the things are done in real time so we can swap things out as needed.

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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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Losing your Religion with arthouse adventure Indika by Odd Meter

PreMortem.Games

The game, at its core a third-person adventure with exploration and platforming, uses dramatic camerawork that strengthens its cinematic ambitions. “I Indika deals with themes like self-discovery, religion and authority and is set in the harsh snowy landscapes of an alternative Russia in the 19th century.

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CGS Grad's Unreal project selected as finalist for 2023 Rookies Awards

CG Spectrum

You may remember Ewald from when he had just started the Real-time 3D Foundations course and created his first impressive cinematic, Haven. Tell us about your latest cinematic, Menace. Menace is a captivating, high-octane, real-time 3D action cinematic about a reckless motorcyclist evading the pursuit of police in a tropical cityscape.

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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

Making changes to pre-rendered FMV was untenable, so everything in the FMV sequences had to be locked in very early on in order to get it all done on time. That could mean combat, it could mean itemization, it could mean summoning magic, it could mean narrative, it could mean cutscenes/cinematics.

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Ray Tracing Gems II Available Today in Hardcover

Nvidia

This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games.