Our weapon, ready to go, is assembled piece by piece as we navigate the menu. Starting on an intense view of an assault out a window, we pull back into our current shelter. Everything is happening all at once, and its only in these moments where the gamer makes their selection that we slow down - their ‘training’ as the warrior makes time nearly freeze as choices are made. They applied this technique to the scene in selection moments to establish a hypnotic visual that both mesmerizes the gamer while controlling the pulse of his/her actions. There is something incredibly beautiful about high frame rate cinematography, especially when applied to objects deconstructing or, in this case, being destroyed. By moving between Point-of-View to Macro shots of a weapon being assembled they created atmosphere, depth and a tension that is usually reserved for in-game cinematic and game- play. They felt a narrative approach would grasp the gamer from the start, pulling them into a world instantly instead of keeping them at arms length till the game begins. For the player-select screens, they took the traditional menu system that gamers have been accustomed to and challenged themselves to create something more cinematic.
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