Saturday 6 October 2012

Final Fantasy 13 Cinematic - Game Art and Machinima

So Second Year starts with Game Art and Machinima, to prepare we were asked to choose a 'favourite' cinematic/cut-scene from a game


I chose the beginning cut scenes of the game 'Final Fantasy 13', as I was always impressed by the quality and style of them. 
(unfortunately I couldn't embed the video so to view click link above)



The above stills are from the first 'half' of the video, and are pre-rendered. This is shown through the amount of detail in the characters and their surroundings. There is a level of detail in reflections, textures and animation that would be difficult to render in game, for example in the use of glowing/light effects. The cinematics of this game are, in my opinion, it's main appeal, as they are so visually impressive that they serve as an incentive to play the game further in order to watch more.

Around the 3:50 mark of the video it turns to in-game footage, as the quality of animation is slightly lessened and then easily blends into actual gameplay, there is less of a 'finish' to the scene. (Stills below) It is useful to see the difference between pre-rendered and in-game 'footage' and the way they can be mixed to create a narrative for the game.



In this module we are going to be concentrating on Machinima ('Machine Cinema'). Creating a 'cut-scene' through real time rendering in game. We have to keep in mind there are certain constraints when using Unity (where we'll be creating the cut-scene) and the quality of animation may be hindered slightly, however a successful narrative can be built in game, with good setting and sound design as well as considered movements of characters.

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