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.