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Explore the art of Cinematic Game Design, integrating cinema techniques for immersive gameplay experiences. Discover key techniques like rim lighting, slow motion, POV effects, and emotional setups. Learn to engage players with suspenseful edits, split screens, and tension-building mechanics. Unveil the secrets of leading and misleading your audience through interactive storytelling. Elevate your game design skills with cinematic flair.
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Introduction – Who Are We? Marty Stoltz Studio Cinematic Director, Midway Chicago Mortal Kombat: Deception/Shaolin Monks, Psi-Ops, The Suffering: Ties That Bind, 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
Introduction – Cinematic Games • What are “Cinematic Games?” • Often people mean: • Better/more cut-scenes • Better story/dialog • More custom-scripted • Over-the-top Hollywood action
Introduction – Cinematic Games • Heavily loaded term • Avoid “Hollywood Envy” • Don’t want • Interactive movies • Uninteractive games
Introduction – Cinematic Games • Our 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
Cinematic Technique #1: Rim Lighting • Used to “pop” a character from the background environment • Can also be used for specific emotional effect • Example from: Bride of Frankenstein
Rim Lighting: Gameplay Application • Sometimes referred to as “Edge Lighting” • Useful in third-person games where the avatar should not disappear in a dark environment • Slightly unrealistic, but that’s OK • Example from: Thief 3
Cinematic Technique #2: Camera Following a Character • When tracking a character, principles of photography apply to the cinema • Rule of thirds • Avoid “computer” camera moves • Example from: Goodfellas
Camera Following: Gameplay Application • With a third-person game, always keep the character framed appropriately • Avoiding fading out/making the avatar disappear • Balance player control with good shot composition • Example from: Max Payne 2
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
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, tied to DDA • Example from: FEAR
Cinematic Technique #4: 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
Subjective P.O.V.: Game Application • Used for literal sensory changes: • Drunk (GTA) • Drugged/Stoned (Rise of the Triad/Narc) • Shell Shocked (Call of Duty) • Dream Sequences (Max Payne) • Could be used more subtly to indicate emotional state of the main character
Cinematic Technique #5: 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
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
Cinematic Technique #6: Split Screen • Similar to parallel editing, but different pacing • Can be used for suspense or emotional juxtaposition • Example from: Kill Bill
Split Screen: Gameplay Application • Also underused in games • Excellent for in-game storytelling • Important to not force the player to closely monitor multiple views intensely • Example from: Indigo Prophecy
Cinematic Technique #7: 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
Building Tension: Gameplay Application • Design game mechanics in ways that will give the player some information, but not all of it • Audio & interactive music can be used to move the tension along • Example from: System Shock 2
Cinematic Technique #8: Emotional Setup • This technique breaks down the barrier that protects the audiences’ emotions and catches them off guard • Can create a roller coaster ride effect • Example from: 28 Days Later
Emotional Setup: Gameplay Application • Perfect technique for controlled experience/scripted games • Many games do a little (but can do more) • Tricky to do during gameplay, but more effective than in cut-scenes • Important to make the emotional manipulation feel logical, not arbitrary
Cinematic Technique #9: (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
(Mis)Leading the Audience: Gameplay Application • Games have repetitive mechanics • Players expect them to work consistently • Thus players are susceptible to being misled • Don’t telegraph everything you do, but don’t go for “cheap shots” • Example from: The Suffering
Questions? • Contact: Marty: mstoltz@midway.com Richard: rr3@paranoidproductions.com • Slides available at: http://www.paranoidproductions.com/writings.html