Building a Production-Aware Editing Pipeline for Game Cinematics @AutodeskME
Building a Production-Aware Editing Pipeline for Game Cinematics  @AutodeskME
Uploaded April 2026 | Updated September 2026, 3 weeks ago
In game cinematics, editing must feel fluid and precise โ€” even when working inside a real-time engine. Hear from Seung-Beom Jin, Lead Cinematic Artist at Nexon Games, how a round-trip editing pipeline that connects Unreal Engine, Premiere Pro, and Flow Production Tracking (formerly ShotGrid) into a seamless production loop. Youโ€™ll learn how MRQ and lightweight Python tools automate cut synchronization, and how Flow Production Tracking completes the system by turning edit data into structured production data โ€” enabling efficient asset management, synchronized teams, and true creative freedom.

๐Ÿ‘‰ Learn more about Flow Production Tracking: autodesk.com/products/flow-production-tracking/overview
๐ŸŽฎ Watch the rest of our recordings from the Autodesk Game Developer Series: https://autode.sk/game-dev-series-recordings

#production #management #gamecinematic #nexon #editing #assetmanagement #gamedev #games #gaming
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Building a Production-Aware Editing Pipeline for Game Cinematics

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