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Ultimate Game Design : Building game worlds

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C H A P T E R 5<br />

CREATING CINEMATICS<br />

<strong>Game</strong> cinematics are simply movies created to enhance and help define the player experience.<br />

Creation of <strong>game</strong> cinematics is commonly handled in one of two ways: either<br />

a complete rendered movie sequence is compressed to an MPEG format and<br />

played back by incorporating a playback codec (encoder/decoder) into the <strong>game</strong><br />

code, or the <strong>game</strong> engine itself is used to render and play back a movie cinematic.<br />

In the first case, a video codec like DivX (www.divx.com) or Bink<br />

(www.rad<strong>game</strong>tools.com) is built into the <strong>game</strong> engine to handle the playback of an<br />

MPEG movie. These movie or cinematic elements are created expressly for the <strong>game</strong><br />

in a commercial 3-D package with add-ons, and since these are prerendered (versus<br />

real-time) they can take advantage of higher-resolution models, textures, and dazzling<br />

special effects. Warcraft III had some jaw-dropping cinematics of dazzling<br />

beauty created for the <strong>game</strong>, handled with the use of a video codec.<br />

In the second case, a developer might choose to use the <strong>game</strong> engine itself to build<br />

cinematics. <strong>Game</strong> assets like character models and pre-existing or custom environments<br />

can be used directly in the <strong>game</strong> cinematics. They simply use the <strong>game</strong> engine<br />

that draws the <strong>game</strong> itself to draw the cinematics. Custom scripts are routinely used<br />

to “stage” the cinematics and control character and environmental details.<br />

In either case, your cinematics (included in this general category are introductory<br />

movies, segue or transition movies, special-purpose or insert movies, and end movies)<br />

are used to tell the story elements behind your <strong>game</strong>, and to bring your player<br />

emotionally into the action by engaging the eyes and mind.<br />

Cinematics are storyboarded with shot breakdowns (or shot contents) divided up<br />

into scenes. Storyboarding skills are an extremely helpful addition in the transition<br />

from written or verbal conceptual ideas into a visual story logic that makes sense to<br />

the player. It shouldn’t be a surprise that considerable resources are required to produce<br />

complex cinematics. Here is another place where developers, in a frenzy of completely<br />

understandable excitement for their title, can simply over-commit. Before you<br />

know it, not only are you building a very complex <strong>game</strong>, you’re rendering complete<br />

movie sequences. Like so many other areas in <strong>game</strong> design, it all sits in the balance.<br />

D EVELOPING BACKSTORY<br />

There is plenty of discussion among <strong>game</strong> developers about the role and status of<br />

story in making <strong>game</strong>s. If you look at the <strong>game</strong>s themselves for evidence, some genres<br />

seem to require almost no story at all. Is anyone really enthralled by the “story” behind<br />

his or her favorite shooter, simulation, or puzzler? I tend to doubt it.<br />

125<br />

<strong>Design</strong> by Genre

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