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Ubisoft Cinematics Event Scripting

Software: Unreal Engine 5 [Sequencer/Blueprints]

Team Size: Solo

Project Duration: 3 Month (November - January)

Genre: Third Person, Action - Adventure

Role: Narrative Realization Designer & Event Scripter

Project Timeline

SEPTEMBER 10, 2024

NOVEMBER 10, 2024

JANUARY 20, 2025

Mission Design Document

Mission Design Document

Brief: This mission takes place halfway through the game, so the player will be well acquainted with the game’s mechanics. The goal is to reach and confront Dr. Damian Oscoll (the VIP NPC), eliminate them (optional), and escape. Since the level provided has a 360 approach, the direction for the Beat Template Documents is entirely up to you

Gameplay FirstPass
First Playable Build

First Pass | Gameplay Footage | November 2024

What worked for your document:

  • Strong Introductory Scene

  • Effective Camera Moments

  • Engaging Opening Shot​​

What could be done differently:

  • Overuse of Camera Control and Hard Cuts

  • Misaligned Execution with Intentions

  • Confusing and Forced Gameplay Choices

Feedback from UBISOFT

Gameplay Final Build

Final Pass | Gameplay Footage | January 2025

Updated Final Build

Updated Mission Beats Realisation Document

[Original Design] + [changes being made after feedback from the LEAD]

Updated Final Build

Learning from Feedback and Improving Event Scripting

I received invaluable feedback from Ubisoft Team that shaped my understanding of event scripting and gameplay immersion. This experience not only highlighted areas for improvement but also guided me to implement practical changes that significantly enhanced the player experience. Here’s how I processed the feedback, applied it, and what I learned in the process:

1. Maintaining Immersion and Player Agency

Feedback: One of the most significant points of feedback I received was that overusing camera cuts and intrusive transitions broke immersion and pulled the player out of the game world. Hard cuts to show security cameras or mission codes made the sequences feel overly cinematic, diminishing player agency. Additionally, moments like the guard reveal and vantage point took excessive control away from the player, limiting exploration and enjoyment.

 

What I Learned: Players should always feel in control, even during narrative or cinematic moments. Camera transitions should blend seamlessly with gameplay, and the player’s perspective should be prioritized to maintain immersion.

 

How I Applied It:

  • Entry Rappel Sequence: Initially, the sequence had frequent hard cuts to showcase environmental details, which disrupted the flow. I reworked it to incorporate smooth cinematic blending, inspired by titles like The Last of Us Part II and Splinter Cell: Blacklist. Now, the cinematic transition smoothly flows into gameplay, allowing players to feel grounded as they descend.

 

  • Guard Reveal/Caution Sequence: To reduce the intrusive nature of the sequence, I opted for partial player control rather than fully taking over the camera. The player can still move and crouch, while the camera gently locks onto the guard to emphasize caution. This design respects the player’s agency and builds tension without breaking immersion.

 

  • Confronting Dr. Oscoll from Door: Previously, this confrontation had a static, predictable setup. I restructured it to feature dialogue interactions where Dr. Oscoll addresses the player directly. The camera remains gameplay-oriented, zooming slightly to maintain the third-person view while emphasizing the dialogue. This not only adds narrative depth but also avoids the pitfall of completely detaching the player from gameplay.

 

 

2. Enhancing Realism with Subtle Visual Cues

 

Feedback: Another critical feedback point was the lack of clarity in some gameplay mechanics, such as laser door deactivation and forced stealth without clearly defined failure conditions. Players felt confused and lacked the necessary visual guidance to make informed decisions, leading to a fragmented gameplay experience.

 

What I Learned: Visual cues should be subtle yet informative, guiding players through interactive elements without making them feel overwhelmed or confused.

 

How I Applied It:

 

  • Laser Deactivation Act: Originally, the sequence had abrupt camera movements and lacked visual confirmation of laser status changes. To address this, I introduced synced animations and real-time feedback on the control panel, showing the activation and deactivation status directly on the screen. The camera now blends seamlessly to the player’s point of view, emphasizing the environmental change without feeling overly cinematic.

 

  • Camera Hint Sequence: I shifted the focus from a cinematic camera angle to a third-person perspective. Instead of a front-facing view of the security camera, it now appears subtly from the player’s perspective with a slight zoom to highlight its importance. This approach retains immersion and allows the player to stay in control while gaining necessary information.

 

3. Creating a Balanced Blend of Cinematic and Gameplay Elements

 

Feedback: Ubisoft’s feedback also pointed out that some sequences felt overly cinematic and disconnected from the gameplay loop. Lengthy sequences that purely focused on storytelling broke the fluidity of the experience. Additionally, forced stealth kills and unclear failure criteria made the gameplay feel rigid and unnatural.

 

What I Learned: Cinematic moments should complement gameplay rather than dominate it. Maintaining a balance between storytelling and player engagement is crucial to preserving immersion and fluidity.

 

How I Applied It:

 

  • Vantage Point Sequence: This sequence initially felt too long and cinematic-heavy. I shortened its duration and used smooth panning movements to highlight the three mission objectives without making the player feel disconnected from the environment. The zoom-out and pan technique allows players to strategize while still maintaining control over their surroundings.

 

  • Code and Note Interaction: Initially, this interaction involved hard cuts and abrupt camera shifts that broke immersion. I restructured it to be interaction-based, allowing the player to pick up, read, and pocket the document without losing control. The animations flow naturally without rigid transitions, maintaining a consistent third-person perspective.

 

  • Finale Exiting the Mission: To make the conclusion impactful without feeling forced, I added a combination of cinematic and gameplay elements. The top-down camera view smoothly transitions to a pan-out animation of the environment, showcasing the impact of the player’s actions while retaining a sense of continuity.

 

 

4. Overcoming Design Challenges and Iterating with Precision

 

Feedback: Ubisoft’s critique also emphasized that some scenes felt misaligned with their intended purpose, creating a disconnect between my vision and the final execution. They advised focusing on grounded, player-centric perspectives rather than overly elaborate cinematics.

 

What I Learned: Iterative testing and precision in design execution are vital to ensuring the end result aligns with the initial concept. Listening to feedback and adjusting sequences dynamically is crucial for maintaining quality.

 

How I Applied It:

  • Implemented iterative testing to fine-tune camera angles, transition speeds, and interaction timings.

  • Reduced over-detailing in scenes to keep the focus on core gameplay, rather than purely visual storytelling.

  • Incorporated dynamic camera blends to avoid abrupt changes and enhance fluidity.

 

Results and Reflection

 

The feedback and subsequent improvements were invaluable in shaping my approach to event scripting and game design. Through careful analysis and application of feedback, I transformed overly cinematic sequences into player-driven experiences. The balance between gameplay and storytelling became more cohesive, enhancing both player immersion and narrative impact.

 

This process taught me to value player agency and focus on creating fluid, immersive experiences that seamlessly integrate cinematics with gameplay. My ability to learn from critique and adapt my designs significantly improved, reflecting my growth as a game designer and event scripter.

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