ABSTRACT

Quality cinematic cutscenes are perhaps the single most expensive animation element that can be added to a game. A camera pushed further back but zoomed in can display a subject as the same size on-screen as a camera placed close but zoomed out, thought the latter will render the subject far more warped toward the edges of the screen. Understanding this should avoid some of the worst cases of game cinematography that mistakenly shove cameras in characters’ faces, showing them under less-than-flattering circumstances. There is no excuse for game writing to represent anything other than natural dialogue between real people when game animators use physical and facial acting to convey the true intention of characters. With cinematic cutscene cameras drawing close in to the game's characters comes the opportunity to imbue an extra layer of life and character with facial acting.