Pre-rendered graphics weren’t only used in complex cinematic cutscenes back in the day when a game’s own 3D engine couldn’t do the job. Developers also used them as in-game backgrounds to bypass ...
Maddie Fisher is a writer, journalist and game developer. She was born and raised on the east coast, having started working in games journalism over fifteen years ago. She tends to enjoy musical ...
Obsidian has returned to the site of Project Eternity's first screenshot for a proper in-motion look at the crowdfunded retro RPG's pre-rendered backgrounds. These aren't your younger self's ...
PresenZ is a system developed by VFX studio Nozon which combines some of the essential benefits of pre-rendered imagery with those of real-time interactivity. For the first time the company is ...
Gosh, wasn't the big reveal trailer for EA Sport's new next-gen engine Ignite exciting? To think, that's how sports games will be on the Xbox One and PlayStation 4! Ah. Well. Not quite. As you may ...
Famitsu magazine has a tiny feature on Final Fantasy Versus XIII. No, we don’t have a release date yet. Tetsuya Nomura spoke with the magazine promising even better graphics than trailers last year.
Game developers have traditionally used pre-rendered video sequences (i.e., passive cutscenes) to help tell the story and enhance the visual presentation of games. However, technology is now making it ...
Microsoft kicked off E3 yesterday with its game-heavy press conference, and let me say I'm broadly in agreement with my colleague, Sebastian: There were lots of game unveils, including some very ...