![]() ![]() By moving between Point-of-View to Macro shots of a weapon being assembled they created atmosphere, depth and a tension that is usually reserved for in-game cinematic and game- play. ![]() They felt a narrative approach would grasp the gamer from the start, pulling them into a world instantly instead of keeping them at arms length till the game begins. For the player-select screens, they took the traditional menu system that gamers have been accustomed to and challenged themselves to create something more cinematic. ![]()
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