Cinematic Work

This section explores the cinematic elements developed for Through Ash, including pre-rendered sequences, in-engine cutscenes, and the gameplay trailer. These were created to enhance narrative delivery, strengthen atmosphere, and present the game in a clear and engaging format.


Pre-Rendered Cutscene

A pre-rendered cinematic sequence was created using Blender to establish the narrative context of Through Ash before gameplay begins.

The sequence depicts a rover approaching a domed city, which is subsequently destroyed by a nuclear explosion. This moment introduces key world-building elements, establishing that the game takes place on a hostile, non-Earth environment where cities exist within protective domes to shield against radiation.

This cinematic was designed to provide initial context while intentionally limiting explicit explanation. By presenting a fragmented but visually impactful event, the sequence encourages the player to interpret and piece together the narrative throughout the game, reinforcing the project’s focus on environmental storytelling.

A pre-rendered approach allowed for greater control over large-scale effects, including the explosion and volumetric elements such as ash, fog, and atmospheric distortion. This enabled a higher level of visual fidelity than would be achievable in real-time, while also avoiding performance constraints during gameplay.

The sequence was edited and refined using DaVinci Resolve, with attention given to pacing and composition to maximise clarity and impact.



Gameplay Trailer

A gameplay trailer was produced to communicate the core experience of Through Ash in a concise and engaging format.

The trailer focused on showcasing the game’s strongest elements, particularly its atmosphere, visual style, and environmental storytelling. Careful consideration was given to pacing, shot composition, and progression, ensuring that the trailer builds tension while clearly presenting the gameplay.

Editing was carried out in DaVinci Resolve, allowing for control over timing, transitions, and overall presentation.



In-Engine Ending Cutscene

The final in-game cutscene was developed using Unity’s timeline system, allowing for controlled camera movement and a cinematic conclusion to the experience while remaining fully in real-time.

The sequence features two narrative variations that share identical visual animation, with the outcome determined solely through audio. This approach was used to explore how sound design can significantly alter player interpretation without requiring additional visual complexity.

If the player reaches the ending with sufficient rover health, the audio suggests that the baby has survived, reinforcing a more hopeful outcome. In contrast, reaching the ending with low health removes these audio cues, implying that the damage sustained during gameplay has resulted in the baby’s death.

By keeping the visual sequence unchanged and relying entirely on audio variation, the cutscene emphasises subtle storytelling and player interpretation. This also allowed for an efficient implementation, achieving narrative variation without increasing production scope.

This system creates a direct link between gameplay performance and narrative outcome, reinforcing player agency while maintaining a consistent cinematic presentation.

Ending 1: Rover health over 50

Ending 2: Rover health under 50



Cinematic Design Approach

Across all cinematic elements, a consistent focus was placed on:

  • composition and framing to guide player attention
  • pacing to build tension and emotional impact
  • environmental effects to reinforce atmosphere

These principles ensured that both pre-rendered and real-time sequences felt cohesive and aligned with the overall tone of the game.