We convey important parts of the story in our game through cutscenes; small videos without gameplay. Today we want to share with you the creative process and steps in the production of these cutscenes.
In an earlier post about Pre-rendered Cut-scenes; A Blessing and a Curse, Klas detailed his workflow when setting up a scene, animating and rendering/compositing a scene. Today’s post will focus on the cutscene development as a whole; who does what, when and how.
As summer vacation in Norway is soon coming to an end, we will be starting on our
blogging again in a couple of weeks. Our posts will become more exciting as we are closing
in on our release deadline so make sure to tune in.
For now we will leave you with a small intermission of images from our office. Here you can
also see our temporary assisting 3D animator Torjus working on the Shadow Puppeteer
-rig. Torjus is a great guy that will be helping us out.
Today’s post is by Marianne and Philip and will be about 2D animations in Shadow Puppeteer. Animation is essential in Shadow Puppeteer. Part of the reason why Philip was brought onto the team in the first place was because of his 2D animation skills.
When we talk about 2D in Shadow Puppeteer we’re almost always talking about the shadows. While real shadows have shapes similar to their objects, we wanted to create weird- looking and unnatural shadows in our world. Since the shadows have come alive we wanted the world to feel unfamiliar and strange.
This is perhaps most evident in the shadow monsters, like the cat.