article thumbnail

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.

article thumbnail

A day in the life of a narrative designer

Game Global

When you imagine doing this job, is it mostly about crafting amazing cutscenes? 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. What is Narrative Design? If so, you probably want to be a game writer.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

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 To ensure authenticity, we referenced American dramas, cartoons, and games from that era when designing everything from the characters’ clothing to office props.”

Indy 104
article thumbnail

It Takes Two (Of the Worst People In the World)

The Bottom Feeder

Props to them for trying. It's really sharp and well-observed, and it isn't a cutscene. Fellow indie devs have privately, harshly turned on me for saying this, but it is true. Dear Indie Devs: For small communities of artists, rejecting freedom of expression is a seriously bad idea.) But this isn't really a criticism!

Art 52
article thumbnail

Deathloop deconstruction / design thoughts

Radiator Blog

Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev. They're small little bottles that blend-in with junk prop set dressing from a distance. I assume general game design knowledge but minimal Deathloop-specific knowledge. And they usually do!