cinematic-system
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):