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Thread: Why your games must offer cinematic realism

                  
   
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    Won Hung Lo wraggster's Avatar
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    General games Why your games must offer cinematic realism

    Learn more about giving your project some Hollywood polish

    In today's Develop feature, Black Rock Studio's David Jefferies takes a look at the increasing importance of convincing cinematic realism in games, and offers a wealth of advice on how such high expectations can be satisfied.

    While many assume the quest to replicate the look of the silver screen is purely a pursuit of photorealism, there are in fact a wealth of other techniques that can help developers replicate the look of the cinematic movie.

    "What is it that filmmakers do to their summer blockbusters to make them so unmistakable?" asks Jefferies, adding: "One of the first things to note is that viewers expect film to exhibit certain characteristics, and those expectations were formed in the movie heyday of the 1940s and 1950s."


    Jefferies goes on to detail a range of techniques to replicate Hollywood's use of slow shutter speeds, motion blur, vignette framing, colour correction and other post-production techniques.

    http://www.developmag.com/news/31895...ematic-realism

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    I am not a fan of cinematic realism. I guess this is why I play DS. I do enjoy some of the cinematic cut scenes, but only at important points during the story. Games that put too much effort into their graphics often get focused on that aspect (visual appeal) and tend to loose the fun aspect. Just my two cents.

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