#cinematic design
Explore tagged Tumblr posts
askagamedev · 1 year ago
Note
I feel like I or someone else asked you this, but do you think that gameplay will ever get to the point where it looks like the fancy prerendered cutscenes? Even the outstanding visuals we have now, don't really look like say, Sonic Unleashed's opening cinematic from.....Christ, 2008 was really 15 years ago. Anyway, Is there a way to match that that look in style and fidelity or is it just kind of a "physics" thing where that's basically not possible? What stops that if that's the case.
I don't believe that gameplay will ever look like fancy prerendered cutscenes because gameplay has certain needs that cutscenes do not, and cutscenes have certain needs that gameplay does not. Here's what I mean.
When you're watching a cinematic in a game like Spider-Man, what are you seeing on screen? Usually what you want to see is Spider-Man doing some amazing, spectacular action. Something like this:
Tumblr media
Note how closely pulled-in the camera is, so that you can see all the details of Spider-Man's body and posing. The camera zooms in to see him narrow his eyes. Look at how the camera movement can barely frame him, conveying how fast he is moving. You're not looking for where to go next, because it's all pre-planned out for you - the purpose of this short cinematic is to tell a story - Spider-Man has to get out of here quickly.
Let's compare that to what you see on screen when you are playing Spider-Man:
Tumblr media
See how the camera is framing everything very differently? Spider-Man takes up a very small amount of the screen. The vast majority of the information being conveyed here is showing the player exactly where Spider-Man is going and how fast he is getting there. We're seeing him move acrobatically through the air, but we're not seeing his emotions or his face. We're focusing on what matters - navigating through the city to wherever we (as the player) want him to go.
Tumblr media
The needs of gameplay are different than the needs of cinematics. Even if the technology improves to the point where everything is beautiful and gorgeous, it still won't look the same because the purpose of regular gameplay and the purpose of cinematics is different. Gameplay visualizes the things the player needs to see and engage with at any given time. Cinematics visualize the aspects of the story that the designers want to tell. Even if the tech can do it, the purpose of the visualization isn't the same so it won't happen.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
107 notes · View notes
motion90affect · 6 months ago
Video
youtube
Motion Ninety - "The Cycle" | Downtempo | Electronic Indie Instrumental ...
6 notes · View notes
lordzannis · 22 days ago
Photo
Exploring the pressures of being a princess and the expectations placed on her.
Tumblr media
Breath of the Wild Master Works, Pages 64 and 65
Zelda dons this ceremonial clothing of pure white when she undergoes her training to unlock her sacred sealing power. Because Calamity Ganon is revived immediately after she returns from her pilgrimage to Mount Lanayru, she makes her way all the way to the castle in this clothing to confront the Calamity, so she is still wearing this outfit when she meets Link again after she releases the seal a hundred years later.
Designers’ Notes
When Zelda appears in the fragments of Link’s memories, we wanted to give the player a powerful sense of “I want to know more about her, and I want to save her.” The concept of “a princess who is unable to use her sealing power” was born from the background setting of a calamitous defeat that occurred one hundred years ago. We wanted to create an emotionally effective scenario precisely because this is such a long-running series.
- Naoki Mori, Cinematic Design
Zelda is a reigning princess, but she is also a young woman whom we wanted to be realistic and relatable. We incorporated both sides of her personality along with the idea that she had reached an age at which she would no longer want to be seen as a child. We aimed for three costume designs that would help the player appreciate how cute and admirable she is with the condition that she would choose her own outfits and accessories appropriate to the time, place, and occasion. 
- Hirohito Shinoda, Lead Artist: NPC
454 notes · View notes
themtsnetwork · 1 year ago
Text
🎨🎬 Art in Every Frame! 🖼️
Let's take a moment to appreciate the incredible artwork that graces movie posters. From vivid colors to captivating design, movie posters are true works of art that set the tone for cinematic adventures. 🌟
Here are ten of our favorites:
1. “Pulp Fiction” (1994) - The bold and iconic image of Uma Thurman’s Mia Wallace is unforgettable.
2. “Star Wars” (1977) - The original Star Wars poster by Tom Jung is a classic.
3. “E.T. the Extra-Terrestrial” (1982) - The touching finger-touching moment against the moon is a cinema icon.
4. “The Shining” (1980) - The eerie and minimalistic poster is a perfect fit for this horror masterpiece.
5. “Jurassic Park” (1993) - The image of the T-Rex skeleton with the tagline “An Adventure 65 Million Years in the Making” is brilliant.
6. “Jaws” (1975) - The simple yet terrifying image of the shark fin is etched in cinematic history.
7. “The Grand Budapest Hotel” (2014) - Wes Anderson’s film posters are known for their unique and quirky designs.
8. “Inception” (2010) - The city-folding-over-itself image is an artistic representation of the film’s mind-bending concept.
9. “The Lord of the Rings: The Fellowship of the Ring” (2001) - The epic landscape of Middle-earth on the poster sets the tone for the trilogy.
10. “La La Land” (2016) - The vibrant and dreamy poster perfectly captures the essence of the film.
What's your all-time favorite movie poster? Share it with us, and let's celebrate the artistry of film! 📸🍿 #MoviePosterArt #CinematicDesign #FilmArtistry
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
0 notes
rosiexjo · 16 days ago
Text
Tumblr media
Beach babe….we were truly blessed this Christmas
Available on my redbubble
750 notes · View notes
jonnywaistcoat · 4 months ago
Note
Hi sir! Do you have any opinions on the new dungeons and dragons rules??
The same opinion I've had on D&D rules for over a decade now - they're fine, pretty bland and I'll play it if I have to, but I'd always rather play an RPG that's actually interesting.
The impression I get is it's a coward's update, too scared of alienating the 5e players to actually make any change that matters. I mean, I hear the illusionist changes are fun, and everything else has been smoothed down a bit too much and overbalanced, but they've certainly not done anything to render the system actually compelling to me.
471 notes · View notes
airyal245 · 1 month ago
Text
I may have found another character to obsess over...
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Loki. It's Loki. Big shocker here on Tumblr.
239 notes · View notes
lieutenantbiscute · 8 days ago
Text
Tumblr media
Can I get a kiss?/Can you make it last forever?
230 notes · View notes
mollysunder · 16 days ago
Text
Not to sound shallow or anything, but Mel's hair, make up, and the customizations on her jump suit are different than her finale look. Look at one of the last shots of Mel.
Tumblr media
Now look at Mel in "Welcome to Noxus".
Tumblr media
Even the fabric that's wrapped around her is different. In Arcane, the fabric Mel uses looks luxurious and silky, the kind worn for a fashion statement. Imagine the fabric people wear in music videos explicitly so it can billow beautifully in the wind behind the singer as they pose dramatically, that's that kind of fabric.
Tumblr media
In "Welcome to Noxus", Mel has on something shorter, more functional, and just coarser by comparison.
Tumblr media Tumblr media
This isn't a serious post btw, just things I noticed. "Welcome to Noxus" is a trailer for LoL not Arcane, it's just interesting to see how Mel's design translates to LoL so she can be more action-oriented.
197 notes · View notes
bulionis · 7 days ago
Text
Tumblr media
Silly stobotnik dancing I drew for my Instagram where I recently passed 500 followers ❤️
See the version with my awesome handwriting under the cut if you wish
Tumblr media
172 notes · View notes
kabishkat19 · 9 months ago
Text
Barbie NextGen🎀
(Barbie and the Nutcracker)
Tumblr media Tumblr media
Michael (16)
Mina (10)
Tumblr media
576 notes · View notes
askagamedev · 9 months ago
Note
Hello! I have a question about cutscenes. How does a decision get made about whether a cutscene can be skipped or not? I know some games have certain skipable cutscenes and others unskippable, and that in HD remakes of old games developers will sometimes add the ability to skip them. Do these decisions tend to be story-motivated or is there commonly a background mechanical reason to force a cutscene to play fully through?
Tumblr media
Cinematics are mostly for storytelling purposes, but they also hid a very real secondary purpose - we would do a lot of game setup during cinematics, like streaming data off of a physical disc while the cinematic is playing so that we can load what comes next. If we need to load a bunch of assets, it's much better to hide that in a cinematic than pop up a loading screen or force a decompression area like a tight locked corridor to hide the new environment popping in. This kind of thing is less important now that we can install the full game to the hard drive and most gaming devices are now running SSDs, but it was a real concern before ~2012 or so when we still needed to read data from optical drives.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
26 notes · View notes
motion90affect · 9 months ago
Video
youtube
"Deception IV" - Hip Hop Instrumental Beat | Drill Type Beat | Free Music
0 notes
lordzannis · 22 days ago
Photo
The design team explored different hairstyles to convey Zelda's character and emotional depth. They aimed to create a relatable character who embodies both the responsibilities of royalty and personal struggles, including her inability to manifest her sealing power. Zelda's hairstyle serves as a visual representation of her growth and emotional journey. The decision to give her a specific look, including braids and later styles, reflects her transition from a sheltered princess to a more autonomous character facing the challenges of Calamity Ganon.
Tumblr media
Breath of the Wild Master Works, Page 66
We drew various facial expressions to accompany Zelda’s lines in the cutscenes. We wanted her expressions to convey the idea that she’s still a person with flaws even though she’s a sacred princess, and she became a vibrantly emotional character.
Keep reading
392 notes · View notes
pausegame · 6 days ago
Text
Tumblr media Tumblr media
Rook & Lucanis + the lyrium dagger
161 notes · View notes
sahinduzgunart · 4 months ago
Text
Tumblr media
BLADE RUNNER (1982) by Sahin Düzgün
395 notes · View notes