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By Ben Waggoner and Halstead York
Gamasutra
February 26, 1999

Originally
Published in Game Developer Magazine,
March, 1999.
Game Developer Magazine

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Features

Putting Together the Right Team

Contents

Video in Games: The State of the Industry

Son, Put Down That Camera

Putting Together the Right Team

Ensuring Video Game Production Success

The Future of Games

Ten Digital Video Game Disasters

The Black Art of Chroma key Compositing

For many developers, it has become important to bring in a production company or independent producer at the same time the rest of the asset team is being assembled, particularly if the video will involve a live-action production. However, even if the sequences are 100 percent animated, it’s preferable to have the team creating the assets involved as early as possible.

Just as it is important for the developer to appreciate the intricacies of FMV, so to must the FMV team understand the game on which they’re working. Make sure that they have a real sense of the look and feel of the rest of the game, particularly in-game elements. If the game uses a palette overwhelmed with blues, then the video should match it. Final Fantasy VII’s cutscenes have wildly different styles of character animation than the rest of the game. Its video uses a more traditional anime style, while game play centers around super-deformed characters. The super-deformed style is often used in Japanese animation to convey humor and comic relief. However, I’d go out on a limb and say that the dichotomy in the look is disruptive and antithetical to the somber adventure that the game seems to work so hard to present. Apparently, Square agrees — Final Fantasy VIII won’t use the super-deformed design elements.

Ensuring Video Game Production Success


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