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View Full Version : what software is used to....?


rego
10-24-2008, 03:42 AM
Anyone know what software is used create:

1) Game Trailers (e.g. gears of war 2 rendezvous trailer)
2) FMVs/cut-scenes (e.g. warcraft 3, halo cut-scenes, mechwarrior 3 intro)

any help much appreciated

thanks

Rego

alphadog
10-24-2008, 05:21 AM
Anyone know what software is used create

There's basically two ways: in-game scripting and pre-rendering. Both have a wide variety of "software options", making your question very hard to answer.

Normally, cutscenes and trailers were pre-rendered using software like Maya or 3DS Max, then packaged and added to the game.

If the game featured a good scripting engine, then sometimes the cutscenes were scripted and produced in-game, then packaged and added to the game.

Now, as engines and systems are becoming more powerful, cutscenes can actually be just a script executed in real-time. It used to not be an option; the visuals weren't as impactful as a slow render of high quality footage.

Now, it's a matter of design taste.

Sol_HSA
10-24-2008, 06:04 AM
Now, as engines and systems are becoming more powerful, cutscenes can actually be just a script executed in real-time. It used to not be an option; the visuals weren't as impactful as a slow render of high quality footage.
I think it has always been an option. There's apple-ii games with cutscenes =)
Or for another example, think manic mansion..

The main reason for pre-rendered cutscenes, IMO, has been that it has been possible to separate that process completely from the game making itself, outsourcing stuff to well-established rendering houses that usually work on movies, advertisements and such.

alphadog
10-24-2008, 06:21 AM
I think it has always been an option. There's apple-ii games with cutscenes =) Or for another example, think manic mansion...

Right. Karateka! Loved that game. That, and Prince Of Persia, are usually credited with starting the in-game, script-based cutscene.

What I was trying to say is that script-based cutscenes were not the norm, whereas nowadays they are at a minimum a common option, if not the preferred option.

The main reason for pre-rendered cutscenes, IMO, has been that it has been possible to separate that process completely from the game making itself, outsourcing stuff to well-established rendering houses that usually work on movies, advertisements and such.

True. Also, the source of many (different) problems.

starstutter
10-24-2008, 09:10 AM
Now, as engines and systems are becoming more powerful, cutscenes can actually be just a script executed in real-time. It used to not be an option; the visuals weren't as impactful as a slow render of high quality footage.

Now, it's a matter of design taste.
Personally I think pre-rendered cut-scenes break immersion. They definitley do for me. It brings a wierd feeling when you're watching an incredible and beautiful looking cutscene, and then it ends going back to the 1/5th quality visuals. I like to relate it to walking out of a theater and your eyes having to adjust.

alphadog
10-24-2008, 11:16 AM
Personally I think pre-rendered cut-scenes break immersion. They definitley do for me. It brings a wierd feeling when you're watching an incredible and beautiful looking cutscene, and then it ends going back to the 1/5th quality visuals. I like to relate it to walking out of a theater and your eyes having to adjust.

I sometimes like them, when done well. Wing Commander cut scenes are where I get nostalgic for their influence on me. On the flip-side, Half-Life was awesome in the way there was no traditional full cutscenes, but in-game feedback on the narrative was "in stream" with gaming.

Done well, it can add to the game by saying something like "and here's what it would look like if I didn't have to LOD it down for your crappy box". :) To which you properly go "Ooh!" and "Ahh!", and you get to sample the team's full vision of their game world. :)

IMO, the main problems are:
1) Too many cut scenes. Timing is the essence in a good story.
2) Can't be skipped.
3) At the wrong time.
4) Have nothing to do with the game.
5) Biggest gripe: Don't reflect the game! The cutscene character looks like (or acts like) he/she can sunder the world with one oversized sword blow, but in-game you can't make him jump three platforms in a row...

If you walk over those landmines, cutscenes can be fun.

rego
10-25-2008, 07:37 AM
thanks for all your input!
much appreciated!

starstutter
10-25-2008, 08:01 AM
On the flip-side, Half-Life was awesome in the way there was no traditional full cutscenes, but in-game feedback on the narrative was "in stream" with gaming.


Also it was pretty awesome how valve didn't make you watch the cut scenes, they make you want to watch the cutscenes :D

rego
11-01-2008, 06:09 AM
Also it was pretty awesome how valve didn't make you watch the cut scenes, they make you want to watch the cutscenes :D

so so true :yes: