Chapter 23 — Exercises
These exercises take you from analysis to implementation. By the end, you will have studied cutscenes in three existing games, storyboarded one for your prototype, implemented a working cutscene player, and critiqued a famous example. Budget 10-15 hours across all exercises. Do them in order — later exercises build on earlier ones.
Exercise 23.1 — Cutscene Inventory of a Game You Know Well
Pick one game from your personal library that you have finished. Not a game you think you should analyze — a game you have actually played to the end, where the narrative beats are in your memory.
Open a spreadsheet or simple text file and list every cutscene in that game. For each cutscene, record six things.
- Approximate timestamp (early, middle, or late in the game).
- Estimated length in seconds. Guess if you must, but guess seriously.
- Purpose — why does this cutscene exist? Narrative payoff, character moment, showing the impossible, transition, information dump, reward, tutorial, or other?
- Skippable? Yes or no (if you cannot remember, assume unskippable and re-examine if wrong).
- In-engine or pre-rendered?
- Your emotional response on first play — engaged, neutral, frustrated, or loved it.
You should end up with a table of somewhere between ten and fifty rows depending on the game. Now analyze the data.
Look first at length distribution. How many cutscenes were under thirty seconds? How many over a minute? Over five minutes? Where are the long ones concentrated — early, middle, or late?
Look next at purpose distribution. What were the cutscenes mostly for? Information dumps? Character moments? Narrative payoffs? A healthy game has a mix skewed toward narrative payoffs and character moments. If you find your game was mostly information dumps, that tells you something about how the team thought about narrative.
Finally, look at emotional response. Which cutscenes did you actually enjoy? Which did you skip? Which did you resent? Correlate emotional response with length and purpose. Write a short paragraph — five or six sentences — about what patterns emerge.
Submit: the inventory table plus the analysis paragraph.
Why this exercise matters. Games we love often have cutscenes we have forgotten about — because the gameplay was great and the cutscenes flowed naturally into play. Games we found frustrating often had cutscenes we remember vividly — because the interruptions broke the experience. Your inventory will reveal which memory type your chosen game produces. Designers who build for the first category consistently are the ones whose cutscenes are barely noticed as cutscenes — they are simply the game, delivering what needs to be delivered.
An extra nudge: if the game has DLC, include the DLC cutscenes in your inventory. They often follow different rules than the main game — different pacing, different conventions, more indulgence — and the comparison is instructive.
Exercise 23.2 — Three-Game Comparative Analysis
Pick three games that are famously different in their cutscene philosophy. Possible choices:
- Dark Souls (2011) — minimalist, environmental, few cutscenes.
- Metal Gear Solid 4 (2008) — maximalist, long, frequent.
- God of War (2018) — seamless one-shot, no cuts.
- The Last of Us Part II (2020) — mid-density, highly polished in-engine.
- Uncharted 4 (2016) — frequent, cinematic, film-grammar-heavy.
- Journey (2012) — nearly zero dialogue, cutscenes as visual poetry.
- Final Fantasy VII Remake (2020) — hybrid in-engine and pre-rendered.
Pick three. For each, answer these questions in 150-250 words per game:
- What is the philosophy? If you had to describe this game's approach to cutscenes in one sentence, what would you say?
- When does it use cutscenes? At which moments in the gameplay arc?
- When does it refuse to use cutscenes? What beats that another game might cinematize does this game deliver through gameplay or environment?
- What does the player's experience of the pacing feel like? Tight, loose, cinematic, game-feeling?
Then write a fourth comparative section (200-300 words). What do these three games teach you collectively? Which one's approach would you want to emulate, and why? Which would you deliberately avoid, and why?
Submit: the four-part analysis (approximately 800-1,200 words total).
Why this exercise matters. Every game's cutscene philosophy reflects its designers' theory of the medium. Dark Souls believes gameplay carries narrative; MGS4 believes cinema carries narrative; God of War 2018 believes seamlessness carries both. None is objectively right. Comparing three shows you the range of defensible positions, which in turn gives you permission to take your own position — informed rather than instinctive.
Exercise 23.3 — Storyboard a Cutscene for Your Prototype
This is the design-work core of the chapter. You are going to storyboard one cutscene for your prototype — an actual cutscene you will implement in Exercise 23.5.
Pick a moment in your prototype's current arc that you believe deserves a cutscene. Use the five-question framework from the chapter. Write out the answers before you storyboard.
- What specific beat does this cutscene land? (One sentence.)
- Could gameplay deliver this beat? (Be honest.)
- Could environmental storytelling deliver it?
- How long will this cutscene be? (Target under 30 seconds.)
- Will it be skippable? (Yes.)
If the first three answers convince you that cutscene is the right tool, continue. If they don't, pick a different moment.
Now storyboard. Draw — stick figures are fine, thumbnail rectangles are fine — a sequence of 6-12 panels representing the cutscene's shots. Each panel should include:
- A visual showing approximate camera framing.
- A text note describing the action.
- An estimated duration for that shot (in seconds).
- Any dialogue or sound effect keyed to the shot.
The total across all panels should add up to no more than 30 seconds. If you overshoot, cut panels.
Next to the storyboard, write the scene's one-sentence logline (the beat it lands) and the transition plan (how the cutscene enters from gameplay, how it exits back to gameplay).
Submit: the storyboard (image or scanned sketch) plus the logline and transition notes.
Why this exercise matters. Storyboarding before implementing is the single cheapest way to find out that your cutscene idea doesn't work. The pencil-and-paper version shows the pacing; the pencil-and-paper version shows the shot-count problem; the pencil-and-paper version shows when you have overshot your 30-second budget. Fixing it in the storyboard takes five minutes. Fixing it after implementation takes an hour or more. Always storyboard first, even if the storyboard is rough.
A note on drawing skill: drawing skill is not the point. Rectangles with stick figures and arrows are fine. What matters is thinking about each shot deliberately. If you don't draw at all, use annotated prose — "Shot 1: wide over-shoulder on protagonist approaching the door. 3 seconds." That works too.
Exercise 23.4 — Film Grammar Analysis
Pick one cutscene from any game — one you can rewatch on YouTube, or one you can replay in-game. Target a cutscene between 60 and 180 seconds long. Good candidates include:
- The opening of The Last of Us Part I.
- Any major dialogue scene in Red Dead Redemption 2.
- A Mass Effect 2 loyalty mission climax.
- The Atreus-stag moment in God of War (2018).
- The "let's finish this" scene in Persona 5.
Watch it with these four questions active, pausing as needed.
Shot composition. Count the distinct shots. Roughly how long is each? Are they mostly close-ups, mediums, or wides? Is there shot variety, or does the scene repeat the same angle?
Cuts. Where are the cuts? Are they on motion (invisible) or on pauses (hard)? Does the scene use jump cuts, match cuts, or other editing techniques?
180-degree rule. When characters talk to each other, does the camera stay on one side of the line? If it crosses, does the scene feel disorienting or is the crossing deliberate?
Audio. How does the score shape the scene? Is dialogue clearly audible over music? Is there meaningful ambient sound, or is it flat?
Write a 400-600 word analysis of the scene using these four lenses. Conclude with: what film-grammar lesson does this scene teach a novice cutscene director?
Submit: the analysis document, with a note at the top identifying the game and timestamps/URL for the cutscene.
Exercise 23.5 — Implement CutscenePlayer.gd in Godot
Now you build the thing.
Using the CutscenePlayer.gd pattern from this chapter, implement a working cutscene player in your Godot project. You do not need to match the exact code in the chapter — you need to match the pattern (animation-driven, skippable, camera handoff, completion signal).
Requirements:
- An
AnimationPlayerdrives at least one camera property (position, rotation, or FOV) plus at least one character property (position or rotation) over time. - The cutscene can be triggered by code (e.g., a trigger area or a script event).
- The cutscene is skippable by a clear input (default to Escape or the platform's cancel button).
- A signal or callback fires when the cutscene completes, allowing gameplay to resume.
- The camera smoothly transitions between gameplay and cutscene — no hard snap. A 0.3-0.5 second interpolation is fine.
The cutscene itself should be at least 10 seconds and no more than 30 seconds.
Implement it. Play through it. Skip it. Let it run to completion. Verify the gameplay resumes correctly in both cases.
Submit: a video recording (screen capture) of the cutscene playing both to completion and being skipped mid-play, plus the GDScript file you wrote.
Debugging tips. The most common implementation bugs:
- Camera jumps at the start because the cutscene camera was positioned wrongly relative to gameplay. Fix by interpolating the cutscene camera from the gameplay camera's current transform, not from a fixed transform.
- Player input persists into the cutscene — the player can still move the character during the cinematic. Fix by disabling the player's input component or setting the player node's
process_modeto disabled for the duration. - Skip fires multiple times because the input isn't consumed. Fix by setting the
_is_playingflag tofalseimmediately on skip, before_finish()completes. - Gameplay music keeps playing over the cutscene score. Fix with an audio bus mute on gameplay channels during the cutscene, restored on exit.
These are the bugs you will hit. Plan for them.
Exercise 23.6 — The Transition Test
Using the cutscene you built in 23.5, do a specific usability test.
Hand your prototype to a playtester who has never seen the cutscene. Do not explain it. Just let them play. When they hit the cutscene trigger, observe.
Record notes on:
- Did they realize the cutscene was beginning? (Watch their hands and their eyes. Did they keep trying to move? Did they look confused?)
- How long did it take for them to settle into "watching mode"?
- At the end, did they re-engage with gameplay immediately, or did they take a beat?
- Did they skip? If yes, why? If no, did they watch the whole thing engaged?
If you don't have a playtester available, playtest yourself after twenty-four hours of not looking at the scene — you will have lost enough familiarity to approximate a fresh eye.
Based on what you saw, iterate. Common fixes: slower camera handoff at the start; a UI hint (subtle letterbox or camera-mode indicator) that the cutscene is beginning; a cleaner transition at the end. Implement at least one fix.
Submit: a before/after comparison. Original cutscene, the observations, the change made, and a brief reflection on whether the change improved the player experience.
What to watch for in playtesters. The tell for a bad transition is a pause — the player stops pressing buttons, realizes the cutscene is playing, then adjusts. That pause is the moment they notice the cut, and you want to minimize it. The ideal transition is invisible: the player was playing, now they are watching, and they never noticed the seam between the two states. This is hard to achieve; your first attempt will have a visible seam. That's fine. Iterate.
Exercise 23.7 — Critique a Famous Cutscene
Pick a cutscene that is widely considered great. Candidates include:
- Aerith's death in Final Fantasy VII (1997).
- The opening of The Last of Us (2013).
- Shepard's gaze in Mass Effect 3's ending.
- The Kojima-Ocelot final confrontation in MGS3.
- The "you were expecting someone else?" reveal in Persona 5.
- Atreus learns Kratos's truth in God of War (2018).
Write a 400-600 word critique. Do not just praise the scene; critique it. Apply the five-question framework from the chapter in reverse: what specific beat did the cutscene land? Could gameplay have delivered that beat as effectively? What compromises did the designers make (length, skippability, pacing) to land it?
Also ask: what would have been lost if this cutscene were 30 seconds shorter? 30 seconds longer? What would have been lost if it had been delivered through gameplay rather than cinema?
End with a judgment. Do you think this cutscene is great, or do you think it has been over-celebrated because of its emotional impact in context? Defend your answer.
Submit: the 400-600 word critique.
Why critique matters. Praise is easy; critique is educational. Every celebrated cutscene has weaknesses. Every celebrated cutscene makes compromises. Your job as a designer is to see those compromises clearly — not to diminish the work but to understand why the work is hard. Most designers who love a cutscene cannot explain why it works in technical terms; they can only say "it was great." That's fan talk. Critique is designer talk. It separates practitioner from audience.
A specific warning: do not let the scene's emotional weight cloud your technical analysis. Aerith's death in FF7 is emotionally devastating. It is also eight minutes long with a gameplay section mid-scene that most players skip. Both can be true. Hold both in mind.
Exercise 23.8 — The No-Cutscene Thought Experiment
Take your current prototype's narrative plan. List every moment where you are currently planning (or have already implemented) a cutscene.
Now imagine a version of the prototype with zero cutscenes. For each moment on your list, write one paragraph describing how the beat would be delivered without a cutscene. Options include:
- Interactive gameplay moment (designed to carry the beat).
- Dialogue during gameplay (character speaks as the player plays).
- Environmental storytelling (the beat is implied by the world state).
- Audio-only moment (dialogue or sound effects with gameplay still active).
- Simply cut the beat from the game.
For each alternative, assess honestly: would the no-cutscene version be better, worse, or merely different? What does the cutscene gain you, if anything?
After working through every moment, look at the overall picture. How many of your planned cutscenes would survive? How many would you cut or redesign? What does that tell you about the weight each cutscene is carrying in your current plan?
This exercise is not an argument for zero cutscenes. It is a discipline — the discipline of justifying each cutscene you include. Designers who do this exercise regularly ship fewer but better cinematic moments.
Submit: the per-moment analysis plus a summary paragraph.
Why the thought experiment matters. Every cutscene has an alternative. Sometimes the alternative is worse; sometimes it is better. You will not know until you consider it. Teams that never consider alternatives ship cutscenes by reflex — whenever the writer reaches for narrative, a cutscene appears. Teams that habitually consider alternatives ship cutscenes deliberately. The second kind of team produces better games.
Exercise 23.9 — Write a Ten-Line Script
Pick any dramatic moment — from your prototype, from a game you love, or from a story you are inventing. Write a ten-line script for a cutscene depicting that moment.
Constraints:
- Ten lines total. No more. (A "line" is one utterance by one character.)
- Each line must be under fifteen words.
- Include at least one beat of silence where characters react without speaking.
- Include one environmental detail (a sound, a visual, a prop) that carries meaning.
- The total scene should read as 20-40 seconds when performed aloud.
Read your script aloud, timing yourself with a stopwatch. Adjust until the timing works.
Submit: the ten-line script.
A note on brevity. Game dialogue is shorter than film dialogue, which is shorter than novel dialogue. The rule of thumb: a game cutscene line is usually two-thirds the length of the equivalent film line. The player is not a captive audience — they are poised to act — and a line that runs long will feel long. Your ten-line script should feel almost too terse on the page. When performed aloud, it should feel about right.
Exercise 23.10 — The Skippable Audit
Take a game you own and have installed. Try to skip every cutscene in the first thirty minutes of play. For each cutscene, record:
- Is it skippable?
- If yes, how is the skip signaled to the player (button hint, menu option, nothing)?
- If no, why not (apparent reason: technical, artistic choice, oversight)?
- How do you feel about the designer's choice?
Write a 300-500 word reflection on what you found. Was the game respectful of your time? Did the non-skippable cutscenes feel justified? What would you change?
Submit: the audit table and the reflection.
Why the audit matters. Skippable versus unskippable is the single most visible sign of whether a game's designers respect player time. A game that routinely forces long unskippable cutscenes is a game whose designers prioritize their storytelling over the player's experience. A game that makes every cutscene skippable, even the emotionally important ones, is a game whose designers trust the player to decide what they want to watch. You will encounter both kinds. Note which kind you want to be.
Exercise 23.11 — Design a Cutscene-Free Alternative Opening
Most games open with a cutscene. Your game does not have to.
Pick any narrative-heavy game you know. Write a design document (500-800 words) for an alternative opening that does the same narrative work as the original opening cutscene but uses no cutscene. Possible tools: environmental storytelling, in-gameplay dialogue, scripted character action during free movement, diegetic UI (journals, letters, billboards), or first-person narration over gameplay.
Your alternative opening must:
- Establish the player-character's situation.
- Set up at least one antagonistic force or mystery.
- Teach the player at least one core mechanic.
- Last no longer than the original opening did.
This is a constrained design exercise. If the original opening is five minutes of cutscene, your version is five minutes of gameplay accomplishing the same goals. Could it work? Write the design doc as if you were pitching it to the original game's director.
Submit: the 500-800 word design document.
Why alternative openings matter. Opening cutscenes are so common that designers rarely question whether they are the right opening. The best openings in games — Half-Life 2's train arrival, BioShock's plane crash, Portal's cell awakening, Dark Souls' undead cage — all work without a traditional narrator cutscene. Each uses gameplay to do the same setup work. Studying how the best games open should reshape how you open your own.
Exercise 23.12 — Chapter Reflection
Write a 400-600 word reflection answering these questions.
- Before reading this chapter, what was your default attitude toward cutscenes? Did you reach for them as a storytelling tool or avoid them?
- What part of the chapter's argument did you find most persuasive? Least?
- Which of the sixteen content-block concepts (Intuition, Common Pitfall, Tradeoff, Best Practice, Design Autopsy, Quick Reference, Advanced, Project Checkpoint, Threshold Concept) stuck with you most? Why?
- For your current prototype, what is your cutscene plan after reading this chapter? Has it changed from before?
- What is one question you still have about cutscene design that this chapter did not answer?
This exercise is for you. Be honest. The value is not in impressing a grader; it is in crystallizing your own thinking.
Submit: the 400-600 word reflection.
Closing Notes on the Exercises
Do not attempt all twelve at once. The analysis exercises (1, 2, 4, 7, 10) can be done in parallel with the design exercises (3, 8, 9, 11). The implementation exercise (5) and the playtest (6) must come after the storyboard (3). The reflection (12) goes last.
If you are working through this book at a standard pace (one chapter per week), distribute the exercises across the week. Analysis and reflection in the early days, design and implementation mid-week, playtest and critique at the end.
If you are on a faster pace, prioritize 3, 5, and 6 — the design-build-test chain that produces an actual working cutscene in your prototype. The others can be deferred or skipped. But the minimum for having engaged with this chapter is a working cutscene in your prototype that you have tested with at least one fresh pair of eyes.
Turn in what you can. Then move to the chapter summary and the case studies.
One final suggestion. If you keep a design journal — and you should — dedicate one entry to your personal cutscene rules after completing these exercises. What are the three things you now commit to always doing when you build a cutscene? What are the three things you commit to never doing? Write them down and keep them where you can see them when you design. Most designers develop this list organically over years of shipping games. Writing it down early is cheap; forgetting to write it down and rediscovering the rules through painful mistakes is expensive. Your future self will thank you.
The goal across all twelve exercises is a single shift in how you think: from cutscene as default storytelling tool to cutscene as specific tool for specific beats. That shift is the threshold this chapter wants to help you cross. Once you have crossed it, you will never design a game the same way. You will cut more cutscenes than you write. You will keep the ones that remain short. You will treat every minute of non-interactive time as a debt owed to the player — a debt that must be repaid with a beat worth the interruption.
That is the practitioner's stance. Adopt it.