{"schemaVersion":1,"record":{"key":"mechanic/game-mechanics--gm-in-game-cutscene","type":"mechanic","id":"game-mechanics--gm-in-game-cutscene","lang":"en","title":"In-game cutscene","summary":"Characters perform a staged sequence in the current game world. The setting and the hero’s appearance stay connected to the preceding action.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-in-game-cutscene/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-in-game-cutscene.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-in-game-cutscene.md","aliases":[],"tags":["Game design techniques","Scripted"],"sourceIds":["source-12b8f466ab1093b6","source-1bf3cd9c86246859","source-469788f876e9ef63","source-fe1f5e5eb3f802ee"],"sources":[{"id":"source-12b8f466ab1093b6","title":"Game Mechanics: In-game cutscene","url":"https://gamemechanics.org/patterns/in-game-cutscene","verifiedAt":null},{"id":"source-1bf3cd9c86246859","title":"Dead Space (2008)","url":"https://gamemechanics.org/patterns/in-game-cutscene/game/dead-space","verifiedAt":null},{"id":"source-469788f876e9ef63","title":"Dead Space (2023)","url":"https://gamemechanics.org/patterns/in-game-cutscene/game/dead-space-2023","verifiedAt":null},{"id":"source-fe1f5e5eb3f802ee","title":"F.E.A.R. 2: Project Origin (2009)","url":"https://gamemechanics.org/patterns/in-game-cutscene/game/f-e-a-r-2-project-origin","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"A staged sequence is rendered using the running game world."},{"id":"variants","title":"Variants","body":"### How the technique works\n\n<a id=\"gm-in-game-cutscene-rule\"></a>\n\n- A staged sequence is rendered using the running game world. <a id=\"gm-in-game-cutscene-definition\"></a>"},{"id":"context","title":"Context and limits","body":"All 199 Game Mechanics entries at the check date: player actions, systems, presentation techniques and contested patterns. Entries are grouped by their first source-card category; all categories appear in their descriptions. Definitions use original wording. References link to game-specific galleries; images and videos remain at the source."}],"relations":[],"placements":[{"catalogId":"game-mechanics","id":"gm-in-game-cutscene","title":"Game design techniques","url":"https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-in-game-cutscene","categoryIds":["gm-category-scripted"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"In-game cutscene","description":"Characters perform a staged sequence in the current game world. The setting and the hero’s appearance stay connected to the preceding action.","image":{"src":"images/mechanics/world-in-game-cutscene.webp","width":600,"height":334,"game":"Dead Space","sourceUrl":"https://gamemechanics.org/patterns/in-game-cutscene","originalUrl":"https://cdn.gamemechanics.org/webm/dead_space_scripted_attack_org.webm","sourceFrameSeconds":5.47,"credit":"EA Redwood Shores / Electronic Arts; frame from clip via GameMechanics.org","rights":"Game imagery © its respective rights holders. Source host: GameMechanics.org. Visible source watermarks preserved. All rights reserved; excluded from MIT and CC BY 4.0.","caption":"Isaac watches events on the other side of glass","alt":"Dead Space: Isaac watches events on the other side of glass.","markers":[{"x":70,"y":44,"label":"Staged action in the adjacent room"},{"x":35,"y":60,"label":"The hero remains in the current game space"}]},"tips":["Clearly communicate when control is removed and restored."],"examples":[{"title":"Dead Space","url":"https://gamemechanics.org/patterns/in-game-cutscene"}]}},"endsAt":null,"provenance":"Editorial reference index based on the 199 public Game Mechanics pattern pages checked on 2026-10-20. Original concise RU/EN definitions by gamemechanics.pro; pattern names, category associations and game-reference URLs retained from gamemechanics.org. The source gallery includes a film analogy. Linked materials retain their original rights; references are upstream attributions, not independent verification.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/game-mechanics"}}