Learn more about giving your project some Hollywood polish

Why your games must offer cinematic realism

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.

To read more about how you can implement cinematic realism into your games, click here.

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470 Pacific [Industry news] Pacific Standard Creative Launches as New Division of Pacific Standard Sound, Merging World-Class Film, Television, and Video Game Capabilities

[Industry news] Pacific Standard Creative Launches as New Division of Pacific Standard Sound, Merging World-Class Film, Television, and Video Game Capabilities

Pacific Standard Sound (PSS), the award-winning sound design and full service post production and sound company whose work spans some of entertainment's most iconic properties, today announced the launch of Pacific Standard Creative (PSC), a new division purpose-built to serve the evolving storytelling and production needs of video game development studios, advertising agencies, trailer houses, and independent productions who demand world-class sound without compromise. Pacific Standard Creative will be helmed by industry veteran Eric Marks, who brings more than a decade of audio and engineering leadership, as well as two years as the Vice President of the Motion Picture Sound Editors (MPSE).