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<rss version="2.0"><channel><title>Cut To Action — production diary</title><link>https://cuttoaction.com/devlog/</link><description>The making of Cut To Action by Studio Markata.</description><item><title>Making the action worth keeping</title><link>https://cuttoaction.com/devlog/2026-11-13/</link><guid>https://cuttoaction.com/devlog/2026-11-13/</guid><description>Combat practice, a clearer film-set identity, and the gap between implementing a feature and trusting it.</description><pubDate>Fri, 13 Nov 2026 15:34:18 +0000</pubDate></item><item><title>An alley. A bad take. Another chance.</title><link>https://cuttoaction.com/devlog/2026-11-12/</link><guid>https://cuttoaction.com/devlog/2026-11-12/</guid><description>The first captured action–edit–retake loop, and the decisions that changed the original design.</description><pubDate>Fri, 13 Nov 2026 15:34:18 +0000</pubDate></item><item><title>Before the first take</title><link>https://cuttoaction.com/devlog/2026-11-11/</link><guid>https://cuttoaction.com/devlog/2026-11-11/</guid><description>Director’s Cut, a five-year Fab collection, and the decision to put the player inside the action.</description><pubDate>Fri, 13 Nov 2026 15:34:18 +0000</pubDate></item></channel></rss>