Start Level Cutscene — Part 2: Cinematic Cuts

Objective: Follow the Storyboards guidelines to set up the cuts

Here we’re going to set up the vcams for the cuts. I’m going to follow the storyboard at my best. The name of the camera will be shown along with the SB requirement and the result I achieved using align-with-view commands. They are also placed in the order required by the SB.

After creating the vcams and preparing the shots, it’s time to set up the Timeline. You can directly drag and drop the main camera into the timeline to add the cinemachine track and the brain. The same goes for the cinemachine clips, instead of adding one by one you can drag and drop each vcam into the timeline. Unfortunately you still have to drag them one by one, but this will save you a couple of tens of clicks.

Keep in mind that the cuts length at the beginning would just be a guess! Later we will add also voice acting, and using the link between play lines and cuts we can find in SB, we will be able to readjust everything properly.

Rope Shot
Landing Far Shot

The arrows tells us that the camera has to pan down with Darren. So in this cut there will be also an animation track for the camera sliding down. A cut to the far shot that will last until Darren hides behind the case.

Darren Close Shot

The SB suggests a pan around, so a little animation will make the camera move around to right. According to the SB, after a couple of lines the camera has to rise. You may notice a little difficulty when it comes to rotation and recording mode: it seems that when you set the last key frame rotation it, will overwrite the first key rotation values. To overcome this, before setting the last frame, copy all the transform component values. Once you finished recording, stop, re-enter record mode, delete the first key and paste again the transform values.

Darren Behind Shot

The camera will rise and strife left, as slow as possible (think about changing the tangent in the curves sheet of the animation) as well as rotate a bit to look down: we want to avoid showing the beginning of the rope!

Marble Floor Shot

Here we have a pan up that reveals all the area.

Darren Close Shot 2
Discussing with Oliver Shot
Guards Shot

The blue dots help rearrange the guards in a more correct position. A little rotation here for a better shot at the guards.

Security Camera Shot

Here we will pan horizontally to show both the cameras.

Discussing with Oliver Shot 2
Sleeping Guard Far Shot

In this cool shot we will pan move the camera forward, till the sleeping guard gets a good revealing shot.

Sleeping Guard Close Shot

Here I blended the two cuts, on a very short time for a rapid pan.

Vault Entrance Shot

Again a blend with the previous cut. This will rapidly create a nice pan up to the shot.

Darren Behind Shot 2

And we’re done for now. All it remains to do is to add the voice acting so we’ll have the actual timings of the shots. Readjusting everything will be hard maybe, but I’m sure the result will be awesome.

Before the next tutorial I want to share a trick: track grouping in the timeline. You surely noticed how clogged and confused is the timeline now that we added all vcam animations.

Let’s add a Track Group and name it Vcams Animations. From there you can either add tracks directly inside the group or select existing tracks and drag them into the group.

Once you put all the vcams track inside, the timeline will look nice and clean.

A professional developer with passion for game developing and skill-growing. A former Nuclear Physics Researcher who changed his life to pursue his dreams