Cinematics in AAA gaming is both volatile and hyper-iterative due to complex dependencies created by gameplay. Open world games take that difficulty to yet another level by adding a non-linear narrative.
How do we craft cinematics that can occur in any order?
How can we gauge the quality and emotional connection to these scenes, when each player can have a completely different progression and experience?
The answer is pitch, previz, and prototype in engine –fail fast and cheaply right in front of players during testing. Rinse and repeat until you succeed.
Pre-visualization then becomes both a writing tool and a realization tool and helps teams create compelling & emotional player driven content for a non-linear open world game.
This talk demonstrates how the cinematic pipeline is evolving to address non-linear storytelling in open worlds.
Three Things Audience Members Will Learn
- Previz becomes a writing tool
- Stand it up quickly, test it, break it, stand it up again
- Players want causality, how that changes the pipeline