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Game preproduction softwareThe game changes.
The story keeps up.

Levels get cut, bosses move, mechanics change. Spring Pro is game preproduction for the creative team and the producer who runs it: write the cutscenes, storyboard every shot and time the animatic in one project, and see what a change breaks before it costs a capture day.

Works alongside Unreal Engine, Unity and Godot. Screens shown on our film demo, Midnight Diner; a cutscene works the same way.

The script page in Spring Pro: the bible (world, look, every character) above the screenplay pageThe storyboard: one frame per scene, with its time and actionA scene board: the frame with dialogue balloons and the shot list beside itThe schedule: dated days with their scenes, pages and costA call sheet: the day's scenes, the location and each performer's call

Get the highlights.

Where preproduction breaks

The game changes.
The story breaks quietly.

A game's story is written while the game is still being built. Every cut level, moved boss and changed mechanic lands on the story, and the script, the boards, the voice lines and the capture plan all live in different places. Nobody sees what broke until review.

A level is cut. No one tells the story. The cutscenes, boards and lines that lived there go stale in silence.
Pickups nobody budgeted. A rewrite after the mocap day means rebooking the stage and the performers.
Which take did they record? The script, the voice script and localization drift apart, line by line.
Status is a meeting. Which cutscenes are written, boarded, captured and locked gets rebuilt in a spreadsheet every week.

Creative drives the game

Players remember
the story.

The engine team has Unreal, Unity, version control and a ticket system. The story team gets a doc and a spreadsheet. Spring Pro is the creative side of the game development pipeline: the script, the game storyboard, the animatic and the capture plan in one project, built for writers, cinematic directors and storyboard artists, not for tickets.

Every cutscene1 boarddrawn from its own script
Every linetimedfrom the dialogue, in the animatic
Everything in1 projectfrom the first line to the final cinematic

Write

Cutscenes that read
like a script.

Story and narrative development for video games starts on a real page: the one a cinematic director expects, every cutscene numbered and timed as you type, instead of a loose doc no one trusts.

The script page: the bible above the screenplay, the scenes timed beside itA scene board: the frame with dialogue balloons and the shot listSeven versions of one storyboard frameA moodboard of reference frames and a clip

The page a cinematic director expects, with the bible on top. Final Draft and Fountain files come in, and the script goes out as Fountain or a PDF.Every scene a frame, its lines in balloons, and a shot list each department works from.Try the frame many ways; every version is kept and one star picks the one in use.Art collects references on a free canvas, beside its props and set list.

Storyboard

A game storyboard
that keeps up.

Draw the video game storyboard from the script itself: frame by frame, with lens, light and staging. Rewrite a cutscene and you see exactly which boards changed, instead of finding out in review.

Tag it once.
Use it everywhere.

Select a word, say what it is. Tag all mentions finds it on every page, and one list serves the whole project.

  • Characters, props, levels, wardrobe and the rest, by category.
  • One list the storyboard, the capture schedule and the call sheet all read, so art and capture plan from the same facts.
The shot list beside the frame: characters, props, set dressing, sound and VFX, each a to-do for its department

Cutscenes become strips.
Strips become capture days.

Every cutscene is a strip, sized from its own script. Move a mocap day, and the performers, stages and sides follow, so no one prepares for a scene that was cut.

The schedule: dated days, each with its scenes, pages, cost and what is not locked

The sheet, ready
before the capture.

Pick a capture day. Performers, crew, times and stages fill in from the schedule, and the sides carry only that day's pages.

A call sheet: the day, its scenes, the location and each performer with their call

A first board for every cutscene.

A first-pass frame drawn from each scene's own words, so artists start from a pass, not a blank page. Tasks sit by department at the shot they belong to.

The storyboard: a first frame for every scene

Produce

Run the creative,
not the tickets.

A game's story is brain work across departments: narrative writes, art designs, cinematics boards and stages, audio records. Spring Pro gives the producer one place to run it, organised by cutscene, not by ticket, so every discussion sits next to the frame it is about.

Story and script. Writers own the draft, and every change reaches the board as a review, never a surprise.
Art. Moodboard, set, dressing and props for every cutscene, versioned beside the storyboard.
Cinematography. Floor plan, camera and light for every shot, drawn where the scene lives.
Voice and capture. Performers and capture days planned from the script, with call sheets and cost.
A checklist per cutscene. Lens, light and staging items, ticked off by the people doing them.
Comments on the frame. Notes and reviews sit on the version they are about, not lost in a chat thread.
Versions and approvals. Every idea is a version. The approved one is starred, and nothing is thrown away.
Review from a link. The creative director, the studio or the publisher watch the animatic with nothing to install.

Change

Cut a level.
See what it touches.

Rewrite the draft and Spring Pro shows every scene that is new, changed, split, merged or removed before anything moves. A change becomes a decision with a price, not a surprise at the milestone.

Review before it lands. Every change to the story comes as a list you accept, with one undo for the whole update.
Nothing is thrown away. Removed scenes are kept, so a cut can come back when the design swings again.
Boards and lines flagged. The storyboard frames and voice lines a change touches are marked stale. Coming
Status on one screen. Written, boarded, animatic, captured, locked, for every cutscene. Coming

Game production management

Twenty-two ways
games lose the story.

The hard part of making a big game is rarely the code. It is keeping the story, the art and the performance aligned while the game changes under them. Here is where it goes wrong, and how Spring Pro answers each one.

Scope and change

The game moves.
The plan moves with it.

Scope creep

New features keep landing on the story. Every addition comes into the draft as a reviewed change, so the team sees what it adds before saying yes.

Feature cuts

A cut level orphans its cutscenes, lines and art. Removed scenes are kept and everything that hung off them is shown, so a cut is clean and can come back.

Moving milestones

Vertical slice, alpha, content lock: the dates move and the story has to replan. Plan cutscenes against milestones and see what is ready for each one. Coming

Design by iteration

Gameplay is found in playtests, so the story chases a moving target. Draft, board and change fast: a new draft updates the scenes without starting over.

Dependencies and hand-offs

Every department,
one cutscene.

Invisible dependencies

A cutscene needs the level, the models, the voice and the mocap, and no one sees the chain. Each cutscene holds what it needs, so a missing piece shows before review. Coming

Department hand-offs

Every hand-off from story to art to cinematics loses context. Each department works on the same cutscene, in its own mode, from the same script.

Outsourcing briefs

Outside studios work from a brief that was out of date when it was sent. Share the cutscene itself, script, boards and references, from a link that stays current. Coming

Voice, performance and localization

Every line,
from page to booth.

Voice-over volume

Tens of thousands of lines, alternates and barks. Every line tracked from the script to the recorded take. Coming

Actor scheduling

Performers are booked months ahead, and pickups cost a second session. Sessions planned from the script, with the lines each performer needs that day. Coming

Mocap stage days

Stage days are expensive and booked on pages that change. Capture days built from cutscenes, flagged when a page changes after booking. Coming

Localization

Every line in ten or twenty languages, and each change multiplies. Changed lines flagged for every language before they go to translation. Coming

Creative alignment

One vision,
hundreds of people.

Vision drift

The creative director's intent thins out across hundreds of people. One storyboard, one animatic and one art direction per cutscene that everyone works from.

Approval bottlenecks

Creative director, franchise, publisher, platform: every round needs a watchable version. Star the approved version and send the animatic from a link, with nothing to install.

Scattered feedback

Notes arrive in chat, email, meetings and spreadsheets. Comments sit on the frame and the version they are about.

Style consistency

Moodboards and style guides go stale in twenty places. Art direction lives beside each cutscene: moodboard, set, dressing and props, versioned.

Visibility and planning

Know where
the story stands.

Status reporting

Producers rebuild status by hand before every milestone. Written, boarded, animatic, captured and locked, for every cutscene, on one screen. Coming

Estimating creative work

Nobody knows how long a cutscene runs until it is recorded. The animatic times every scene from its dialogue, so length is known in preproduction.

Content budget

Capture days, voice sessions and outsourcing drift from the plan. Cost follows the scene and the day, so a change shows its price before it is made.

Asset tracking

Thousands of assets, and no link to the story they serve. Assets tagged to the cutscenes that need them, alongside your asset tracker. Coming

People

Less rework.
Less crunch.

Crunch

Most late crunch is rework nobody saw coming. Changes are seen and priced early, so rework is planned instead of discovered.

Onboarding

New hires and contractors need the story fast. The project is the context: script, boards and animatic in one place from day one.

Knowledge loss

When a lead leaves, the reasons leave with them. Versions, notes and removed scenes are kept, so decisions stay readable years later.

Where others stop

Every tool owns
one step.

Narrative tools own the words, storyboard apps own the frames and engines own the build. Pre production game development happens between them, and that is where teams lose the plan. Spring Pro is the part in between.

Narrative toolsSpring Pro
Script
Game storyboard
Animatic with dialogue timing
Capture schedule and call sheets
The cinematic cut, motion and 3D
One project from page to cinematic

Capture planning is coming. Script, storyboard and cut are here today.

Capture Coming, desktop

Every reference camera,
one clean screen.

The mocap stage and the voice booth, decoded on your own machine, live in one multiview.

Every camera, its own file. Full quality, recorded locally while you watch.
Logged against the script. Every take lands on its cutscene and shot.
Upload at its own pace. The cloud copy catches up in the background.
Mac and Windows. The same room on both.

Cut

The animatic,
before the engine.

Every board lands on one timeline at the length its dialogue takes to speak, with the lines appearing as they are said. The studio sees the cutscene before a single asset is built. Lock the story here, build it in the engine: Spring Pro works alongside Unreal Engine, Unity and Godot, it does not replace them.

The Spring Pro timeline: scenes, compositions and media on tracks under the Director's cut

Send the animatic. They press play.

A link opens the cutscene in a clean player for the director, the studio or the publisher, with nothing to install.

A finished cut playing in the Spring Pro share player

Gaffer

An assistant that reads
the whole production.

Ask "are we ready for the capture day?" and Gaffer answers from the schedule, the people, the locations and the money. It changes nothing unless you ask.

Gaffer answering what is not ready for the first day, ranked, with who owns each fix

One script.
Everything follows. Coming

Select a cutscene or the whole script and decide what it becomes: a trailer, one cinematic, or the whole campaign, with only what you need switched on.

TrailerOne script becomes the reveal trailer and every cut-down, all reading the same page.
CutsceneOne cinematic: script, storyboard, animatic and capture plan, locked before the engine.
CampaignThe full suite: every cutscene, the capture schedule, call sheets and a locked script with revisions.

Stop losing the plan
between drafts.

Write, storyboard and cut the animatic today. Capture planning is next.