← ClaudeAtlas

cinematic-systemlisted

Architecture blueprint for game cutscene systems: timeline tracks, bindings, realtime vs video playback, gameplay-to-cutscene transitions, skip/replay guarantees, cinematography craft, production pipeline, QTEs, branching and playable cinematics, virtual production, and accessibility. Use when designing cutscenes, timelines, in-game cinematics, video playback, skip systems, QTEs, or when skips break quest state, bindings T-pose, assets stream late, or film grammar feels off.
Firzus/agent-skills · ★ 1 · DevOps & Infrastructure · score 72
Install: claude install-skill Firzus/agent-skills
# Cinematic System Build the cutscene layer of a game — realtime timelines, pre-rendered video, transitions, skip/replay, the production pipeline, the cinematography craft, and the interactive-cinematic design layer. Lip sync/facial stays in `dialogue-system` (the cinematic hosts it). References: Genshin Impact (the realtime/USM mix), BotW/TotK (the datamined Demo system — the most complete public transition contract), God of War / Naughty Dog / Half-Life (the interactive-craft poles), with the Naughty Dog / Santa Monica / Guerrilla GDC canon for production. ## The architecture rule **One timeline model, one director, and a skip that reaches the final state.** Three independent implementations converge on the same schema — Unity (PlayableDirector/TimelineAsset), UE (LevelSequence/MovieScene), and Nintendo (BFEVFL "TLIN": actors, clips, triggers, subtimelines, cuts): ``` CUTSCENE ASSET (data, reusable across contexts) tracks (typed: animation / camera / audio / VFX / activation / subtitle / EVENT) track -> binding role + clips { start, duration, blendIn/Out, payload } + markers sub-timelines for composition (shots, department layers) DIRECTOR (runtime) resolves BINDINGS at play time — the canonical decision per role: possess an existing world actor (scene interacts with world) spawn a temporary scene actor (replayable anywhere) owns the clock (choose and lock the source: game / unscaled / DSP) evaluates tracks, fires events thr