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Video: How NetherRealm built Mortal Kombat 's cinematic story mode

"There's a full-length feature film rendered in our game, with seamless transitions in and out of gameplay."
With those words NetherRealm's Adisak Pochanayon opened his talk at GDC 2013 on how, exactly, NetherRealm designed and produced the character-filled cinematics that play between (and seamlessly segue into) the bouts that make up the "Story" modes in NetherRealm games like Mortal Kombat and Injustice: Gods Among Us .

It was a good talk, one that covers (among other things) minimization of resource contention with simultaneous movie playback and level data loading, pre-caching and off-line metadata extraction for hitch-free playback, and implementing a movie decoding pipeline.

It was a great overview of the technical challenges and the implementation process of using movies in games, and if you missed it in person you can now w atch it for free over on the official GDC YouTube channel.


About the GDC Vault

In addition to this presentation, the GDC Vaultand its new YouTube channeloffers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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