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Introduction – Who Are We?
Marty Stoltz Studio Cinematic Director, Midway Chicago Stranglehold, The Suffering: Ties That Bind, Mortal Kombat: Armageddon/Deception/Shaolin Monks, Psi-Ops, Sanitarium Richard Rouse III Director of Game Design, Midway The Suffering, The Suffering: Ties That Bind, Drakan: The Ancients’ Gates, Odyssey, Game Design: Theory & Practice
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Introduction – Cinematic Games
What are “Cinematic Games?” Often people mean: Better/more cut-scenes Better story/dialog More custom-scripted High drama moments High production values A highly immersive experience
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Introduction – Cinematic Games
Heavily loaded term Avoid “Hollywood Envy” Don’t want Interactive movies Uninteractive games "One day soon, calling a game ‘cinematic’ will be a backhanded compliment, like calling a movie ‘stagy.’" Prince of Persia creator Jordan Mechner
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Introduction – Cinematic Games
A new definition of “Cinematic Game Design” Draw from cinema’s 100-year-old library of techniques Integrate these devices into actual gameplay Not just copying, expands our medium
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Cinematic Technique #1: Character Framing
Rule of thirds creates good compositions Mental map allows audience to take fragments and make sense of them Careful use of eye-lines Example from: The Good, The Bad, and The Ugly
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Character Framing: Gameplay Application
Same rules of scene composition apply For third person games, avoid placing the character dead-center Examples from: Splinter Cell Shadow of the Colossus
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Cinematic Technique #2: Camera Following a Character
When tracking a character, principles of photography apply to the cinema Still obey the rule of thirds Avoid “computer” camera moves Example from: Goodfellas
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Camera Following a Character: Gameplay Application
Wherever the player moves the camera, always keep the avatar well framed Avoiding fading out/making the avatar disappear Balance player control with good shot composition Example from: Max Payne 2
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Cinematic Technique # 3: Slow Motion
Many films have used slow motion to emphasize the beauty/brutality of a scene Can also be used to slow/quicken an event where the audience won’t notice Simulates real-life dramatic events seeming slow Example from: Aliens
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Slow Motion: Gameplay Application
Lots of games have stylishly used slow motion as a game mechanic or an FX component Slow motion can also be a tool for storytelling Could also be used more subtly Example from: FEAR
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Cinematic Technique #4: Visual Storytelling
Inform the viewer about person and place Scene works without dialog/exposition Start wide and end close: close shots at end for progression and impact Example from: Rear Window
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Visual Storytelling: Gameplay Application
Player should learn about the fiction through play Every element is important: art, animation, voice, audio, etc Repetition of key details is necessary Example from: Half Life 2
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Cinematic Technique #5: Subjective P.O.V.
Often multiple non-realistic effects can be combined to make the audience see a scene from a particular character’s POV Effects include: FOV adjustment, slow motion, exaggerated lighting, screen filters, audio mix Example from: Raging Bull
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Subjective P.O.V.: Gameplay Application
Used for literal sensory changes: Drunk (GTA) Drugged/Stoned (Rise of the Triad/Narc) Dream Sequences (Max Payne) Shell Shocked (Mercenaries) Could be used more subtly to indicate emotional state of the main character
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Cinematic Technique #6: Parallel Editing
Inter-cuts two scenes that are happening at the same time Great way to build suspense Example from: The Silence of the Lambs
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Parallel Editing: Gameplay Application
Underused technique in games Not the same as plot-driven cut-aways Perfect for breaking up long navigational sections, if kept short & quick Has to be done carefully to not frustrate or confuse the player Example from: Karateka
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Cinematic Technique #7: Split Screen
Similar to parallel editing, but different pacing Can be used for suspense or emotional juxtaposition Example from: Kill Bill
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Split Screen: Gameplay Application
Also underused in games Excellent for in-game storytelling Do not force the player to intently watch multiple views simultaneously Example from: Indigo Prophecy
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Cinematic Technique #8: Picture Within Picture
Mini-story that happens in the background of a scene Can be used to juxtapose two narratives or themes Example from: Citizen Kane
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Picture Within Picture: Gameplay Application
Depending on a game’s camera & perspective, differently techniques apply Careful placement makes scenes non-disruptive but also likely to be seen Example from: Another World / Out of this World
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Cinematic Technique #9: Building Tension
Keep the pace changing but maintain a general direction Don’t be afraid to slow things down in an action sequence Use audio to keep the audience on edge Example from: Alien
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Building Tension: Gameplay Application
Design game mechanics in ways that will give the player some information, but not all of it Motion sensor in Marathon and AvP Radio static in Silent Hill 2 Audio design in System Shock games Interactive music perfect for building tension in gameplay
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Cinematic Technique #10: (Mis)Leading the Audience
If audience figures out the story: bored If audience can’t figure anything out: confused (Both are bad.) Hitchcock said: audience likes to be one step ahead of the story Mislead audience away from what will actually happen Example from: A Clockwork Orange
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(Mis)Leading the Audience: Gameplay Application
Games have repetitive mechanics Players expect them to work consistently Thus players are susceptible to being misled Be clever/devious in how you mislead, but don’t go for “cheap shots” Example from: The Suffering
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Cinematic Game Design: Ten Techniques
Character Framing Camera Following a Character Slow Motion Visual Storytelling Subjective P.O.V. Parallel Editing Split Screen Picture Within Picture Building Tension (Mis)Leading the Audience
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Questions? Contact: Final slides available at:
Richard: Marty: Final slides available at:
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