Scene direction: Difference between revisions

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In visual novels, '''direction''' is how the player experiences the audio-visual cues of the game. In other words, when and how a reader sees the art assets/text and hears the audio assets. This includes the camera work (panning, zooming; etc), scene transitions, sprite/other art changes, sprite movement/blocking, sound direction, the timing of when and how much text appears on the screen, and so forth. Good direction can take a bland scene and make it memorable. Poor direction can take a good scene and make it bland - or worse.
Scene direction is the intentional manipulation and sequencing of in-game assets to serve a visual novel's narrative.
 
In visual novels, '''direction''' is how the player experiences the audio-visual cues of the game. In other words, when and how a reader sees the art assets/text and hears the audio assets. This includes the camera work (panning, zooming; etc), scene transitions, sprite/other art changes, sprite movement/blocking, sound direction, the timing of when and how much text appears on the screen, and so forth. Good direction can take a bland scene and make it memorable. Poor direction can take a good scene and make it bland or worse.


Direction is handled on a micro-level by the writer(s) of the script, artist(s), sound technician(s); etc and on the macro-level by the overall project lead or [[Director|director]] who makes sure each individual contribution works together as a whole.
Direction is handled on a micro-level by the writer(s) of the script, artist(s), sound technician(s); etc and on the macro-level by the overall project lead or [[Director|director]] who makes sure each individual contribution works together as a whole.


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[[Category:Programming]]

Latest revision as of 10:41, 1 November 2024

Scene direction is the intentional manipulation and sequencing of in-game assets to serve a visual novel's narrative.

In visual novels, direction is how the player experiences the audio-visual cues of the game. In other words, when and how a reader sees the art assets/text and hears the audio assets. This includes the camera work (panning, zooming; etc), scene transitions, sprite/other art changes, sprite movement/blocking, sound direction, the timing of when and how much text appears on the screen, and so forth. Good direction can take a bland scene and make it memorable. Poor direction can take a good scene and make it bland – or worse.

Direction is handled on a micro-level by the writer(s) of the script, artist(s), sound technician(s); etc and on the macro-level by the overall project lead or director who makes sure each individual contribution works together as a whole.