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. Youโll 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.
๐ Learn more about Flow Production Tracking: autodesk.com/products/flow-production-tracking/overview
๐ฎ 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
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. Youโll 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.
๐ Learn more about Flow Production Tracking: autodesk.com/products/flow-production-tracking/overview
๐ฎ 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










