Cutscene Agent: An LLM Agent Framework for Automated 3D Cutscene Generation

Fuente: arXiv
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Main Authors: He, Lanshan, Pang, Haozhou, Gan, Qi, Shen, Xin, Zhang, Ziwei, Liu, Yibo, Fang, Gang, Liu, Bo, Sheng, Kai, Zeng, Shengfeng, Li, Chaofan, Hui, Zhen, Zhou, Keer, Zhou, Lan, Dai, Shujun
Format: Preprint
Published: 2026
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author He, Lanshan
Pang, Haozhou
Gan, Qi
Shen, Xin
Zhang, Ziwei
Liu, Yibo
Fang, Gang
Liu, Bo
Sheng, Kai
Zeng, Shengfeng
Li, Chaofan
Hui, Zhen
Zhou, Keer
Zhou, Lan
Dai, Shujun
author_facet He, Lanshan
Pang, Haozhou
Gan, Qi
Shen, Xin
Zhang, Ziwei
Liu, Yibo
Fang, Gang
Liu, Bo
Sheng, Kai
Zeng, Shengfeng
Li, Chaofan
Hui, Zhen
Zhou, Keer
Zhou, Lan
Dai, Shujun
contents Cutscenes are carefully choreographed cinematic sequences embedded in video games and interactive media, serving as the primary vehicle for narrative delivery, character development, and emotional engagement. Producing cutscenes is inherently complex: it demands seamless coordination across screenwriting, cinematography, character animation, voice acting, and technical direction, often requiring days to weeks of collaborative effort from multidisciplinary teams to produce minutes of polished content. In this work, we present Cutscene Agent, an LLM agent framework for automated end-to-end cutscene generation. The framework makes three contributions: (1)~a Cutscene Toolkit built on the Model Context Protocol (MCP) that establishes \emph{bidirectional} integration between LLM agents and the game engine -- agents not only invoke engine operations but continuously observe real-time scene state, enabling closed-loop generation of editable engine-native cinematic assets; (2)~a multi-agent system where a director agent orchestrates specialist subagents for animation, cinematography, and sound design, augmented by a visual reasoning feedback loop for perception-driven refinement; and (3)~CutsceneBench, a hierarchical evaluation benchmark for cutscene generation. Unlike typical tool-use benchmarks that evaluate short, isolated function calls, cutscene generation requires long-horizon, multi-step orchestration of dozens of interdependent tool invocations with strict ordering constraints -- a capability dimension that existing benchmarks do not cover. We evaluate a range of LLMs on CutsceneBench and analyze their performance across this challenging task.
format Preprint
id arxiv_https___arxiv_org_abs_2604_25318
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Cutscene Agent: An LLM Agent Framework for Automated 3D Cutscene Generation
He, Lanshan
Pang, Haozhou
Gan, Qi
Shen, Xin
Zhang, Ziwei
Liu, Yibo
Fang, Gang
Liu, Bo
Sheng, Kai
Zeng, Shengfeng
Li, Chaofan
Hui, Zhen
Zhou, Keer
Zhou, Lan
Dai, Shujun
Graphics
Artificial Intelligence
Computation and Language
Cutscenes are carefully choreographed cinematic sequences embedded in video games and interactive media, serving as the primary vehicle for narrative delivery, character development, and emotional engagement. Producing cutscenes is inherently complex: it demands seamless coordination across screenwriting, cinematography, character animation, voice acting, and technical direction, often requiring days to weeks of collaborative effort from multidisciplinary teams to produce minutes of polished content. In this work, we present Cutscene Agent, an LLM agent framework for automated end-to-end cutscene generation. The framework makes three contributions: (1)~a Cutscene Toolkit built on the Model Context Protocol (MCP) that establishes \emph{bidirectional} integration between LLM agents and the game engine -- agents not only invoke engine operations but continuously observe real-time scene state, enabling closed-loop generation of editable engine-native cinematic assets; (2)~a multi-agent system where a director agent orchestrates specialist subagents for animation, cinematography, and sound design, augmented by a visual reasoning feedback loop for perception-driven refinement; and (3)~CutsceneBench, a hierarchical evaluation benchmark for cutscene generation. Unlike typical tool-use benchmarks that evaluate short, isolated function calls, cutscene generation requires long-horizon, multi-step orchestration of dozens of interdependent tool invocations with strict ordering constraints -- a capability dimension that existing benchmarks do not cover. We evaluate a range of LLMs on CutsceneBench and analyze their performance across this challenging task.
title Cutscene Agent: An LLM Agent Framework for Automated 3D Cutscene Generation
topic Graphics
Artificial Intelligence
Computation and Language
url https://arxiv.org/abs/2604.25318