Posts Tagged Cutscenes
Once again, the Japanese Softimage site has posted information on another showpiece title – and they spend a heavy amount of time talking about how Softimage interfaces with Motionbuilder. This is encouraging for me as I’ve decided to dive fully into Motionbuilder for my current project after finding it to be the most rounded solution for [...]
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 [...]
Today in North America – Friday in Europe. Go pick it up for Xbox or PC! This is the launch trailer, and I count some 75% of the shots here were done by the Montreal Cinematics team. So far the reviews have been overwhelmingly positive, but I still nervously await the ultimate litmus test – [...]
With two weeks to go from today, I thought I should plug that I’ll be speaking at the Montreal International Game Summit, with the talk entitled Cinematics Sans Cutscenes. Here is the abstract: Cutscenes are a divisive subject amongst videogame developers. We rely on them as a relatively production-safe solution for imparting exposition and story [...]
This, the final talk I’ll post from GDC’08, centred on the development of the first company-wide technology platform (or engine) for Square Enix. Despite the heavy tech-focus, this was the largest lineup I attended at the conference due to the chance of gleaning any information from these Japanese RPG masters. Square Enix: The Technology of [...]

Jonathan Cooper is a Scottish