Selected candidates will soon be able to give the suite a real world test run and provide their feedback and opinions!
DEVELOPMENT UPDATE
CRESA Crush Turns Scene Changes Into Part of the Broadcast
CRESA's scene transition system evolves into a native OBS experience with routed scene identities, animated handoff stages and a bespoke CRESA visual language.
Scene transitions are usually something you barely think about. One scene disappears, another appears, and the broadcast carries on. CRESA Crush started from a different idea.
What if the transition itself felt like part of the suite?
By 18 August, that idea had developed into a much more ambitious native OBS transition system.
From A Simple Stinger To A System
The early CRESA Crush work quickly expanded beyond playing a fixed animation between scenes. The transition gained its own configuration, native renderer, runtime assets and dedicated visual effect pipeline. Instead of relying on a pre-rendered video, much of the presentation could be generated directly by the transition itself.
That opened the door to effects that reacted to the actual scene change taking place.
The Transition Knows Where It Is Going
One of the biggest changes was the introduction of live scene identity. CRESA Crush could display the outgoing and incoming scene names directly inside the transition. The presentation began taking the form of a routing console, showing the broadcast moving through stages such as:
- DISCONNECT
- ROUTE
- CONNECT
- LOCK
Rather than hiding the scene switch behind an animation, the animation started representing the switch itself.
Building The CRESA Visual Language
The transition was also becoming much more recognisably CRESA. Purple and cyan signal effects, routing rails, telemetry-style elements, animated nodes, glitch behaviour and scene information were brought together into one presentation. A later polish pass tightened the layout and protected fine UI elements from the heavier distortion effects so that the transition could remain energetic without becoming unreadable.
The final timing was also shortened considerably, bringing the full sequence down to around 2.2 seconds. That helped move it away from feeling like a showcase animation and closer to something that could actually be used repeatedly during a live broadcast.
Scene Changes Become Part Of The Experience
CRESA Crush was still evolving, but this was the point where scene transitions stopped being treated as something external to the suite. They became another presentation surface CRESA could control, style and connect to live broadcast state. A scene change no longer had to simply happen.
CRESA could make the handoff itself part of the show.