Pacing and Rhythm During Long Takes

My latest blog post on gamasutra tackles the design problem of how we can bring shot variarion into gameplay sequences that are primarily built along a visual continuum such as a long uncut shot. In contrast to cinema that can make use of the cut as a transition device, many game designer refrain from using this method because it is in conflict with the player’s need for control over her actions. In my article I try to address a few methods of rhythm and pacing that do not require such tertiary motion types.

Read here! Thank you!


Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: