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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (22) Chapters Close

Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
1. Preparing for a Big Project FREE CHAPTER 2. Setting Up Your Warrior 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

Chapter 8. Cinematics and In-Game Cutscenes

Cinematics, what a wonderful thing we have in games nowadays. Regardless as to whether the game is based on a story or not, games usually have cutscenes. If it is not to tell a story, then it is to direct the player correctly through the game.

While some companies prefer to create their cutscenes within a third-party animation software such as 3dsMax or Maya, and pretender it, in order to get the best quality, other companies prefer to do the cutscenes in the engine itself, in order to get the smoothest experience. Both are fine, but the last one is the best. But why?

Well, creating cinematics and prerendering them outside the engine, will give an unexpected level of quality that is not consistent in the game, so the player experience will be like a zigzag; a player will enjoy a certain level of quality while playing, but a totally different quality while watching the cutscenes.

But using the in-engine solutions in order to create the cinematics will...

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