Vertex 2024 speaker: Moog Gravett on cinematics and technical art
Briefly

Tough, but wonderful. We essentially had to script cutscenes in LUA which made for a very... interesting process. Those cutscenes are a little tough to look back on now, but the game has a very special place in my heart.
I think our field often goes hand in hand with a love of all visual media, which is certainly true of me. Through passion rather than training, I landed a job with Wide Games in the early 2000's working on a PS2 game called Prisoner of War.
Read at Creative Bloq
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