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	<title>Game Anim &#187; animation</title>
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	<link>http://www.gameanim.com</link>
	<description>Jonathan Cooper : Videogame Animation Director</description>
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		<title>Animation/Physics Research Papers</title>
		<link>http://www.gameanim.com/2011/11/11/animationphysics-research-papers/</link>
		<comments>http://www.gameanim.com/2011/11/11/animationphysics-research-papers/#comments</comments>
		<pubDate>Fri, 11 Nov 2011 05:19:12 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[academia]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[papers]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[research]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2438</guid>
		<description><![CDATA[I&#8217;ve added a collection of animation/physics-related papers to the Academic Papers section of the links page, courtesy of my esteemed colleague Simon Clavet. I don&#8217;t pretend to understand the half of it, but you may wish to share it with the programmer in your life because if you&#8217;re not already incorporating procedural physics into your [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve added a collection of animation/physics-related papers to the <a href="http://www.gameanim.com/links/#research" target="_self">Academic Papers</a> section of the <em>links </em>page, courtesy of my esteemed colleague Simon Clavet. I don&#8217;t pretend to understand the half of it, but you may wish to share it with the programmer in your life because if you&#8217;re not already incorporating procedural physics into your animation system designs, you really should be&#8230;</p>
]]></content:encoded>
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		<item>
		<title>Cinematic Reel : 2011</title>
		<link>http://www.gameanim.com/2011/04/10/cinematic-reel-2011/</link>
		<comments>http://www.gameanim.com/2011/04/10/cinematic-reel-2011/#comments</comments>
		<pubDate>Sun, 10 Apr 2011 14:24:45 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Work]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[bioware]]></category>
		<category><![CDATA[cinematic]]></category>
		<category><![CDATA[cinematography]]></category>
		<category><![CDATA[Cutscene]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[facial]]></category>
		<category><![CDATA[jonathan cooper]]></category>
		<category><![CDATA[mass effect 2]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[showreel]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2254</guid>
		<description><![CDATA[I took the time this last week to put together a reel of my work on Mass Effect 2, done between late 2008 and early 2010. Look below for a full shot breakdown, and, because you&#8217;re gonna ask, the music is Invaders Must Die by The Prodigy. Shot Breakdown Below is a breakdown of what [...]]]></description>
			<content:encoded><![CDATA[<p>I took the time this last week to put together a reel of my work on Mass Effect 2, done between late 2008 and early 2010. Look below for a full shot breakdown, and, because you&#8217;re gonna ask, the music is <em>Invaders Must Die</em> by <em>The Prodigy</em>.</p>
<p><a href="http://www.gameanim.com/2011/04/10/cinematic-reel-2011/"><em>Click here to view the embedded video.</em></a></p>
<h2><a name="breakdown"></a>Shot Breakdown</h2>
<p>Below is a breakdown of what I was responsible for in each scene. The terms used are as follows:<span id="more-2254"></span></p>
<h3>Animatic</h3>
<p>Initial layout of the scene, covering loose camerawork and editing as well as rough posing on the characters to be used as reference for the mocap shoot.</p>
<h3>Mocap</h3>
<p>Once mocap is received, laying it down and re-editing the timing and cinematography to match, including an initial pass on facial. Often a lot of artistic changes are made at this stage so this forms the bulk of the work.</p>
<h3>Polish</h3>
<p>The final stage where the VO, facial and all the details such as fingers and contact points are finalised.</p>
<table>
<tbody>
<tr>
<th align="center">Time</th>
<th>Scene Name</th>
<th align="center">Animatic</th>
<th align="center">Mocap</th>
<th align="center">Polish</th>
</tr>
<tr>
<td align="center">00:01</td>
<td>Arrival Tower</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:08</td>
<td>N7 Geth</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:16</td>
<td>Arrival Mall</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:18</td>
<td>Jack Fling</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:25</td>
<td>Legion Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:28</td>
<td>Legion Board</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:32</td>
<td>Arrival Mall</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:36</td>
<td>Thane Romance</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:39</td>
<td>Arrival Mall</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:41</td>
<td>Miranda Pre-Romance</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:46</td>
<td>Reaper Arrival</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:49</td>
<td>Legion Board</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:56</td>
<td>Legion Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:00</td>
<td>Samara Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center"></td>
</tr>
<tr>
<td align="center">01:03</td>
<td>Garrus Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center"></td>
</tr>
<tr>
<td align="center">01:06</td>
<td>Ending Arrival</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center"></td>
</tr>
<tr>
<td align="center">01:10</td>
<td>Legion Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:14</td>
<td>Ship Transfer 1</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:17</td>
<td>Samara Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center"></td>
</tr>
<tr>
<td align="center">01:20</td>
<td>Ship Transfer 2</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:23</td>
<td>N7 Ruins</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:30</td>
<td>Miranda Pre-Romance</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:37</td>
<td>Samara Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center"></td>
</tr>
<tr>
<td align="center">01:41</td>
<td>Hub Depart</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:44</td>
<td>Garrus Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:51</td>
<td>Thane Romance</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">02:00</td>
<td>Legion Activation</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">02:10</td>
<td>Jack Romance</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
</tbody>
</table>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<title>Creating First Person Movement for Mirror&#8217;s Edge</title>
		<link>http://www.gameanim.com/2010/11/05/creating-first-person-movement-for-mirrors-edge/</link>
		<comments>http://www.gameanim.com/2010/11/05/creating-first-person-movement-for-mirrors-edge/#comments</comments>
		<pubDate>Sat, 06 Nov 2010 03:32:38 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[camera]]></category>
		<category><![CDATA[dice]]></category>
		<category><![CDATA[first person]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mirror's edge]]></category>
		<category><![CDATA[mocap]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2058</guid>
		<description><![CDATA[DICE have posted a number of slides covering various aspects of their games&#8217; development over on their website. While there&#8217;s a beautiful presentation from middleware company Illuminate Labs on their lighting technology in Mirror&#8217;s Edge, arguably the game&#8217;s standout visual feature, of interest to animators will be the one on the creation of their first-person [...]]]></description>
			<content:encoded><![CDATA[<p>DICE have posted a number of slides covering various aspects of their games&#8217; development over on their website. While there&#8217;s a beautiful presentation from middleware company Illuminate Labs on their lighting technology in Mirror&#8217;s Edge, arguably the game&#8217;s standout visual feature, of interest to animators will be the one on the creation of their first-person animations which, with the camera, combine to give an immersive experience not seen since <a href="http://en.wikipedia.org/wiki/Breakdown_(video_game)" target="_blank">Project Breakdown</a>.</p>
<p style="text-align: center;"><a href="http://publications.dice.se/publications.asp?show_category=yes&amp;which_category=Art" target="_blank"><img class="aligncenter" title="Mirror's Edge Camera" src="http://www.gameanim.com/images/posts/MirrorsEdgeCamera.jpg" alt="" width="640" height="360" /></a></p>
<p>I loved the game when it came out last year and immediately started replaying on completion as well as picking up the DLC and downloading the soundtrack, and the recent iPhone game, (a superior free version of which you can play <a href="http://www.mirrorsedge2d.com/" target="_blank">here</a>). Unfortunately without the accompanying talk the details are light, but some info can be gleaned. It&#8217;s interesting to see someone else thought of attaching a camera to a mocapped head, though it didn&#8217;t work out and good old animator talent was the solution.</p>
<p>Download the presentation from the Art section <a href="http://publications.dice.se/publications.asp?show_category=yes&amp;which_category=Art" target="_blank">here.</a></p>
]]></content:encoded>
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		<title>Ghibli Game</title>
		<link>http://www.gameanim.com/2010/06/24/ghibli-game/</link>
		<comments>http://www.gameanim.com/2010/06/24/ghibli-game/#comments</comments>
		<pubDate>Thu, 24 Jun 2010 13:58:28 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Film Animation]]></category>
		<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[level 5]]></category>
		<category><![CDATA[no country queen]]></category>
		<category><![CDATA[studio ghibli]]></category>
		<category><![CDATA[white ash]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1624</guid>
		<description><![CDATA[I used to love anime when I was a kid, growing up on Akira and the Japanese/French series Cities of Gold, and patiently waiting for Manga UK to import each episode of  The Guyver into my local game store. That was until I realised that beyond a small collection of gold, most anime is utter shit, (or [...]]]></description>
			<content:encoded><![CDATA[<p>I used to love anime when I was a kid, growing up on Akira and the Japanese/French series Cities of Gold, and patiently waiting for Manga UK to import each episode of  The Guyver into my local game store. That was until I realised that beyond a small collection of gold, most anime is utter shit, (or rather, culturally at odds with my western sensibilities). The only studio that has continued to peak my interest with every new release is Studio Ghibli &#8211; surely the Pixar of Japan &#8211; so it&#8217;s really exciting to see a videogame co-produced by them, Level 5, and a guy called Joe.</p>
<p><a href="http://www.gameanim.com/2010/06/24/ghibli-game/"><em>Click here to view the embedded video.</em></a></p>
<p>While I can&#8217;t fault the animation, it would be nice to know if they experimented with removing the in-between interpolation to more accurately recreate the 2D feeling, as some charm is lost when the motion is smoothed out during the initial comparison they give. Regardless, I&#8217;m sure the studio&#8217;s consistently endearing characters come through in the story as much as in these great visuals.</p>
]]></content:encoded>
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		<item>
		<title>Animated Short: The Bug</title>
		<link>http://www.gameanim.com/2010/06/12/animated-short-the-bug/</link>
		<comments>http://www.gameanim.com/2010/06/12/animated-short-the-bug/#comments</comments>
		<pubDate>Sun, 13 Jun 2010 00:50:24 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Film Animation]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[bbc]]></category>
		<category><![CDATA[pixel art]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[simon cottee]]></category>
		<category><![CDATA[yonsub song]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1586</guid>
		<description><![CDATA[Now either students are getting more talented at rendering, or 3D packages are becoming more democratised and so affording more time to learn, but here&#8217;s a fantastic videogame-inspired piece by Yongsub Song. You know your artform is maturing when even homages are becoming part of pop culture &#8211; especially when the BBC picks up on [...]]]></description>
			<content:encoded><![CDATA[<p>Now either students are getting more talented at rendering, or 3D packages are becoming more democratised and so affording more time to learn, but here&#8217;s a fantastic videogame-inspired piece by Yongsub Song.</p>
<p><a href="http://www.gameanim.com/2010/06/12/animated-short-the-bug/"><em>Click here to view the embedded video.</em></a></p>
<p>You know your artform is maturing when even homages are becoming part of pop culture &#8211; especially <a href="http://news.bbc.co.uk/2/hi/technology/10260769.stm" target="_blank">when the BBC picks up on this.</a> It&#8217;s worth watching ozzy <a href="http://simoncottee.blogspot.com/2010/05/pixel-pixel-art-documentary.html" target="_blank">Simon Cottee&#8217;s pixel-art documentary</a> referenced in the article &#8211; I&#8217;d never before considered the comparison between pixel-art and pointillism.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>Autodesk FBX Plugin for Quicktime</title>
		<link>http://www.gameanim.com/2010/05/25/autodesk-fbx-plugin-for-quicktime/</link>
		<comments>http://www.gameanim.com/2010/05/25/autodesk-fbx-plugin-for-quicktime/#comments</comments>
		<pubDate>Tue, 25 May 2010 12:02:31 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[autodesk]]></category>
		<category><![CDATA[fbx]]></category>
		<category><![CDATA[file]]></category>
		<category><![CDATA[format]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[quicktime]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1513</guid>
		<description><![CDATA[While it&#8217;s always been a format for mocap files, its recent adoption as an optional non-proprietary animation import format by the Unreal 3 Engine as well as take-up by development teams within the industry means .fbx is fast becoming the real standard format for transferring animation data between varying content-creation packages and game engines, so [...]]]></description>
			<content:encoded><![CDATA[<p>While it&#8217;s always been a format for mocap files, its recent adoption as an optional non-proprietary animation import format by the Unreal 3 Engine as well as take-up by development teams within the industry means .fbx is fast becoming the real standard format for transferring animation data between varying content-creation packages and game engines, so it&#8217;s great to see an improved plugin release for previewing .fbx files in Quicktime.</p>
<p style="text-align: center;"><a href="http://usa.autodesk.com/adsk/servlet/pc/index?id=6837478&amp;siteID=123112" target="_blank"><img class="aligncenter" title="Autodesk FBX" src="http://www.gameanim.com/images/posts/AutodeskFBX.jpg" alt="" width="640" height="278" /></a></p>
<p>This should certainly factor into anyone&#8217;s plans to create an animation or motion-capture database for their studio &#8211; something that&#8217;s good for both animators and designers to ensure both parties are aware of the content they have at their disposal. <a title="FBX Quicktime Viewer Plugin" href="http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;id=10775855" target="_blank">Download the fbx plugin for Quicktime here.</a></p>
]]></content:encoded>
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		<item>
		<title>Cinematics Sans Cutscenes</title>
		<link>http://www.gameanim.com/2010/04/23/cinematics-sans-cutscenes/</link>
		<comments>http://www.gameanim.com/2010/04/23/cinematics-sans-cutscenes/#comments</comments>
		<pubDate>Fri, 23 Apr 2010 20:42:14 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[angles]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[cameras]]></category>
		<category><![CDATA[cinematics]]></category>
		<category><![CDATA[cinematography]]></category>
		<category><![CDATA[close-ups]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[continuity]]></category>
		<category><![CDATA[cutting]]></category>
		<category><![CDATA[gears of war]]></category>
		<category><![CDATA[god of war]]></category>
		<category><![CDATA[gta4]]></category>
		<category><![CDATA[ingame]]></category>
		<category><![CDATA[joseph mascelli]]></category>
		<category><![CDATA[LinkedIn]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[metal gear solid]]></category>
		<category><![CDATA[migs]]></category>
		<category><![CDATA[zelda]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1081</guid>
		<description><![CDATA[Due to the heavy reliance on video examples it was insufficient to simply post slides of the session I gave at the Montreal International Game Summit in November, so here is the full write-up outlining a proposal for a different approach to cutscenes as a form of delivering cinematic experiences in videogames. First, a little [...]]]></description>
			<content:encoded><![CDATA[<p>Due to the heavy reliance on video examples it was insufficient to simply post slides of the session I gave at the Montreal International Game Summit in November, so here is the full write-up outlining a proposal for a different approach to cutscenes as a form of delivering cinematic experiences in videogames.</p>
<p style="text-align: center;"><a href="http://www.gameanim.com/2010/04/23/cinematics-sans-cutscenes/" target="_self"><img class="aligncenter" title="Cinematics Sans Cutscenes" src="http://www.gameanim.com/images/posts/CinematicsSansCutscenes.jpg" alt="Halo 3 Sniper Scope" width="640" height="360" /></a></p>
<p>First, a little bit of background about where I&#8217;m coming from. I’ve been working on games now for nearly a decade in a variety of both in-game and cinematic roles, with the in-game side mostly focussing on player control, cameras and animation-system design relating to gameplay, whereas the cinematic part is about pure art and storytelling, getting information across to the player in as efficient a manner as possible.</p>
<p><span id="more-1081"></span></p>
<p>At the time of the presentation, our team was wrapping up the final stages of production on cutscenes for Mass Effect 2 and here’s an image of the wall behind my desk.</p>
<p style="text-align: center;"><a href="http://www.gameanim.com/images/articles/CutsceneList.jpg" rel="thumbnail"><img class="aligncenter" title="Cutscene list" src="http://www.gameanim.com/images/articles/CutsceneList.jpg" alt="" width="640" height="360" /></a></p>
<p>This was a deliberately blurred picture (so as to not give away any spoilers) of our workload as it stood, with only the last few bugs remaining and each of those lines there representing anywhere between 1 and 7 individual cutscenes, many of which we now know post-release were well-received cinematic experiences. However, with such a heavy history of in-game animation design, I feel that with games like ours and the recently released Uncharted 2 among others, we’re coming to the limits of where we can go with pure cutscenes in our games.</p>
<p>Uncharted succeeded with its seamless transitions into and out of cutscenes, as well as the sheer high quality of the characters and acting, and ours with the logic behind them that decides which sequences (and how) to play depending on choices. As animators, we didn’t know whether your player-character was male or female, what their face looked like, or who you’d brought along with you on your team, not to mention the myriad choices that you can make throughout the game that will determine the outcome of particularly climactic scenes. After this point I can see cutscenes only limiting our progress in terms of developing storytelling in games, so I’m interested in exploring alternative methods that will allow us to truly develop stories for our medium rather than continually within the pre-established constraints of film &#8211; which are essentially where cutscenes lie.</p>
<h2>The Problems With Cutscenes</h2>
<p>When researching this topic, I began by initially trying to define exactly what a “cutscene” is. I’m sure when we’re all watching one we can tell that it’s a cutscene, but we have had so many variations of them over the years that it’s difficult to define them in a pure sense. The first and most natural idea that springs to mind tends to be “whenever the camera cuts”, but this is not the case as we often have no cuts, particularly during “designer cutscenes” whereby the camera simply transitions to a location to show the relationship between the player and the subject.</p>
<p>Next is to assume that player control is removed entirely, but as we’ll see later there have been many attempts to include some level of interactivity during cutscenes that doesn’t detract from them being cutscenes. The creation method is irrelevant &#8211; we have different terms in the industry such as Cinematic Cutscenes, Designer Cutscenes, Ingame and Pre-rendered, but in the end what really matters is how the player perceives the result, of which length is a sizeable factor.</p>
<p>Below is a great example of a cinematic sequence from Resident Evil 4 that follows all the “rules” of what we typically consider to be a cutscene, but because of its short duration the player doesn’t consider this a cutscene, and instead just another cinematic moment that contributes to the overall feeling of the game being a cinematic experience.</p>
<p><a href="http://www.gameanim.com/2010/04/23/cinematics-sans-cutscenes/"><em>Click here to view the embedded video.</em></a></p>
<h2>Defining The Problem</h2>
<p>As such, a better approach is rather than to define what a cutscene is, instead to define the problem, so hopefully we can concentrate on simply attempting to overcome the issue rather than arbitrarily abolishing cutscenes themselves which has been done in the past to greater and lesser degrees of success.</p>
<h3>Control and choice is restricted, if not removed entirely.</h3>
<p>One second the player is running around, making choices and personally involved in many aspects of how the story or adventure is progressing, then the next they are force-fed exactly what we as developers want them to see and experience. This is fundamentally against the nature of our medium, and greatly restricts their experience for the duration of the cutscene back to the levels of the older medium of film.</p>
<h3>Cutscenes make a clear division between the gameplay and the story.</h3>
<p>The visual difference between cameras (and often character fidelity) in gameplay and  those for cinematic cutscenes negatively reinforces the fact that  most of gameplay involves little to no story progression at all.</p>
<h3>Cutscenes are opt-out.</h3>
<p>Once a cutscene is triggered, often without the player’s consent or choosing, his or her only option is to exit the cutscene. This brings with it issues of missing important information after the point of exit, and more importantly highlights the fact that we have a major problem here. If we have a design element in our medium that consistently requires we add the option to skip it entirely, then surely there is something fundamentally flawed with some aspect of that element?</p>
<p>This brings me to the definition that cutscenes are essentially <em>“Imposed Cinematography”</em>, whereby we as developers wish to impose narrative or progression information required to continue, or to ensure that the player experiences a part of the game exactly as we wish them to. This is the heart of the conflict between developer and player where, unlike other older mediums, we perform best when we play to our strengths and require participation from the player rather than purely imposing our creative will upon them.</p>
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		<title>Braid: Animation Sprite Sheets</title>
		<link>http://www.gameanim.com/2010/03/11/braid-animation-sprite-sheets/</link>
		<comments>http://www.gameanim.com/2010/03/11/braid-animation-sprite-sheets/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 13:36:19 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[character animations]]></category>
		<category><![CDATA[david hellman]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[sprite sheet]]></category>
		<category><![CDATA[sprites]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1225</guid>
		<description><![CDATA[I&#8217;m playing through Braid again after the initial realisation that years of hand-holding in 3D have softened my platforming and puzzle-solving skills, and took a trip over to the portfolio site of David Hellman, artist behind the beautiful painterly worlds. While the painterly style is the defining feature, the animation does fit the unsettling Czechoslovakian [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" title="Tim Run Braid" src="http://www.gameanim.com/images/posts/tim-run-70pc.gif" alt="" width="84" height="98" />I&#8217;m playing through Braid again after the initial realisation that years of hand-holding in 3D have softened my platforming and puzzle-solving skills, and took a trip over to the portfolio site of David Hellman, artist behind the beautiful painterly worlds. While the painterly style is the defining feature, the animation does fit the unsettling Czechoslovakian fairytale stop-motion aesthetic perfectly, (especially the  expressionless goombas that wander the levels &#8211; creatures that could have been lifted right out of my childhood nightmares).</p>
<p>Beyond examples of animated gifs like the one included here, you can <a href="http://www.davidhellman.net/braidbrief.htm" target="_blank">download Photoshop PSDs of all the character animations in the game from this handy location.</a> Certainly worth a look to get an idea of the animation process behind this wonderfully infuriating little game.</p>
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		<title>Trucker&#8217;s Delight: Pixel-Art Animation</title>
		<link>http://www.gameanim.com/2009/11/29/truckers-delight-pixel-art-animation/</link>
		<comments>http://www.gameanim.com/2009/11/29/truckers-delight-pixel-art-animation/#comments</comments>
		<pubDate>Mon, 30 Nov 2009 04:41:49 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[General Animation]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[Jérémie Périn]]></category>
		<category><![CDATA[pixel art]]></category>
		<category><![CDATA[trucker's delight]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1029</guid>
		<description><![CDATA[Here&#8217;s a fantastic game-influenced pixel animation from director Jérémie Périn. Hilarious, and about as NSFW as a bunch of moving pixels can be. [via Motionographer]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a fantastic game-influenced pixel animation from director Jérémie Périn. Hilarious, and about as NSFW as a bunch of moving pixels can be.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=7670880&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=CA3528&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://vimeo.com/moogaloop.swf?clip_id=7670880&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=CA3528&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>[via <a href="http://motionographer.com/" target="_blank">Motionographer</a>]</p>
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		<title>Sackboy: An Animated Diary</title>
		<link>http://www.gameanim.com/2009/10/28/sackboy-an-animated-diary/</link>
		<comments>http://www.gameanim.com/2009/10/28/sackboy-an-animated-diary/#comments</comments>
		<pubDate>Thu, 29 Oct 2009 03:27:33 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[Rigging]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[little big planet]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[media molecule]]></category>
		<category><![CDATA[rig]]></category>
		<category><![CDATA[sackboy]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=983</guid>
		<description><![CDATA[I&#8217;m currently playing through this one on my new PS3 slim and must say that of all the unique features Little Big Planet has, the puppet-like emoting is the most fun I&#8217;ve had in ages. Here&#8217;s a little bit of info on the animation in (I believe the incoming PSP version of) the game. Looks [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m currently playing through this one on my new PS3 slim and must say that of all the unique features Little Big Planet has, the puppet-like emoting is the most fun I&#8217;ve had in ages. Here&#8217;s a <a href="http://blog.us.playstation.com/2009/10/littlebigplanet-sack-it-to-me-psp-goodness-part-1-edition/" target="_blank">little bit of info</a> on the animation in (I believe the incoming PSP version of) the game.<a href="http://blog.us.playstation.com/2009/10/littlebigplanet-sack-it-to-me-psp-goodness-part-1-edition/" target="_blank"></p>
<p><img class="aligncenter" src="http://www.gameanim.com/images/posts/LBP.jpg" width="500" height="199"></a></p>
<p>Looks like a simple rig in Maya to compliment the game nicely, and they use morph shapes for the facial emotes which seems a natural fit given the squashiness of the character.</p>
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