What factors are specific to the game cinematic industry and what makes it different from traditional feature animation?

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What factors are specific to the game cinematic industry and what makes it different from traditional feature animation?

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The difference lies in the game cinematic that goes into production during game development. As the game evolves, the storyline and the characters are bound to change and we are working on good communication channels to keep everyone synchronized. Otherwise, the factors resemble a lot of what we go through during the production of a traditional feature animation. What are some of the biggest challenges you face on your projects and how do you overcome them. How did Fusion help in this regard? Our biggest challenge was that once all of our layers were rendered and composited some changes were asked for. The artistic director, Nicolas Cantin, worked with each compositor to finalize all of the shots. Thanks to Fusion’s flexibility, we were able to finish and deliver this heavy project. What was the most rewarding effect that you feel you pulled off? As we were working on each and every shot, we got so close to the images that we forgot about the entity. The reward was definitely when we s