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Interact."],"published-print":{"date-parts":[[2022,10,25]]},"abstract":"<jats:p>Cutscenes form an integral part of many video games, but their creation is costly, time-consuming, and requires skills that many game developers lack. While AI has been leveraged to semi-automate cutscene production, the results typically lack the internal consistency and uniformity in style that is characteristic of professional human directors. We overcome this shortcoming with Cine-AI, an open-source procedural cinematography toolset capable of generating in-game cutscenes in the style of eminent human directors. Implemented in the popular game engine Unity, Cine-AI features a novel timeline and storyboard interface for design-time manipulation, combined with runtime cinematography automation. Via two user studies, each employing quantitative and qualitative measures, we demonstrate that Cine-AI generates cutscenes that people correctly associate with a target director, while providing above-average usability. Our director imitation dataset is publicly available, and can be extended by users and film enthusiasts.<\/jats:p>","DOI":"10.1145\/3549486","type":"journal-article","created":{"date-parts":[[2022,10,31]],"date-time":"2022-10-31T14:42:43Z","timestamp":1667227363000},"page":"1-23","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":13,"title":["Cine-AI: Generating Video Game Cutscenes in the Style of Human Directors"],"prefix":"10.1145","volume":"6","author":[{"given":"Inan","family":"Evin","sequence":"first","affiliation":[{"name":"Aalto University, Espoo, Finland"}]},{"given":"Perttu","family":"H\u00e4m\u00e4l\u00e4inen","sequence":"additional","affiliation":[{"name":"Aalto University, Espoo, Finland"}]},{"given":"Christian","family":"Guckelsberger","sequence":"additional","affiliation":[{"name":"Aalto University, Espoo, Finland"}]}],"member":"320","published-online":{"date-parts":[[2022,10,31]]},"reference":[{"key":"e_1_2_2_1_1","unstructured":"Dan Ablan. 2002. 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