The characters and objects animation involves their movement creation. This animation can be made in many ways, also depending on the complexity of the animated elements and their movement. In example, certain elements such as doors that can be opened or objects that float or rotate, can be animated by programming their movement in the engine. However in other objects with more complexity, especially the characters, their animations are created using art creation programs in which the animation is manually made using key frames. Characters require a rigging and bones system to ease their animation, an option which is more frequent every time is the motion capture, which eases the process and allows more realistic results. Usually animations are created in cycles, so that they can be continuously repeated. The game design influences on the animation such as in the art, it determines its general style to create coherence in the kind of product and its aesthetics. Also, the design usually defines the number and type of animations that will be created. Cinematics are non-playable action sequences in which movements are previously recorded. Usually cinematics are created in art creation programs and they are exported in the game engine. The use of the motion capture to make cinematics is more frequent every time, although it requires a lot of adjustment and edition. Cinematics are an element which is getting gradually more importance on games, especially on those that give more importance to the story. Cinematics help explaining and developing the story, contextualizing the action of the playable parts. The game design influences on the cinematics, as it determines their content at the level of the action being reproduced, the story being told and the styles they use. Currently cinematics follow and copy the cinematographic model, playing with the frames, the camera and the editing. Interfaces and menus are access and information elements which are a support to interaction and experience, in example, menus to start the game or configuring the different game options, or the internal menus of the game in which we can check the inventory or change the weapon, or the part of the interface in which we can see the left HP and the ammo. The game design conditions the aspect and configuration of the interface, as it is a key to the game's aesthetic coherence, as well as for usability. The idea is helping the player with the navigation through the different menus and integrating them in the game experience, so that the interface breaks the game's continuity and immersion the less possible. The sound part requires the creation of the music and the different sound effects. These sound effects help the immersion and usability, giving feedback to the player's actions which put him more in the game. For the music they create many themes to accompany the game. They are usually created in loops so that they can be played continuously. The soundtrack is very important at a setting, realism and immersion level. The game design has a lot of importance in the musical style conceptualization, deciding which feelings it has to provoke and strengthen in every moment, looking for each theme to play in the proper moment and with the proper style to reinforce the experience. As a last element we will talk on the story, although many games don't use it a lot. The story involves the creation of a drama, that is, a conflict in which the main characters must beat their rivals to get an objective. The use of the story is to motivate the player and make him interested in the game. The story is created through a script where all the action and dialogs appear. There must be determined what happens in what moment, favoring the action progress. One of the most relevant elements regarding story lies in the characters definition and development, as they work as a referent in which we identify the player. Both the characters and the other elements of the story have a high symbolic potential value, as they can represent elements typical of the imagination of the contemporary occidental culture. Design has a huge influence on the story conception, as it is considered one of the key elements that define the whole experience. Also, we must take into account the fact that the story is the common thread and unifying element between the other art and playability elements. In the module 3 we will analyze the part of the story with more detail.