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Cutscenes and matinee triggers

I spent my time this week messing around with creating the matinee sequences in the scene and fixing any problems that may arise from getting through the game. This required some fiddling with the level blueprint so the matinee triggers in the correct way.

Working from the start of the game to the end of the game, I created all the cutscenes needed. The first cutscene is an establishing shot of Olive's room, with one of her drawings highlighting the lighthouse. This also shows Burnard and Walter popping into existence.

I also created the final functionality and cutscenes for the lighthouse rope burn, gate opening and activation of the lanterns leading down the the dock, this required a short rework of the lantern blueprint so they could be force activated by a matinee sequence instead of the usual means by interacting with Burnard.

Screengrab of first cutscene

The level blueprint has expanded with a lot of matinee controllers for different things, mainly these are for blueprint events to be triggered during the matinee. I also had to implement a workaround that forces the events to trigger if the player skips the cutscene.

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