10.05.08 What’s a Dhalsim?
Perhaps the best advert for any product ever. Note the convincing stunt-work from poor bastard Vega…
via Kotaku
06.05.08 Mirror’s Edge Footage
At long last, we’ve finally been granted a video of the intriguing 1st-person free-running game Mirror’s Edge - and it looks amazing.
They seem to be pushing the immersive 1st-person view even more than Far Cry 2, but to be honest, the game could be about anything - what I’m most excited about is the fantastic world you’re let loose in. The architecture and music really capture everything I want in a near-future urban setting, without a gangsta in sight - perhaps something that can only best be done by a team in Scandinavia. This is Swedish design usually reserved for ultra-modern interiors and furniture. Videogame visuals take another step forward.
05.05.08 Cuplrits of A Misspent Youth

Read at Mayerson on Animation:
“If you make a half hour TV show and a million people watch it, you’ve used up 500,000 hours of human life. If you make a feature and a million people watch it, you’ve used up two million hours of human life. There are only 8,760 hours in a year, which means that your TV show burns up more than 57 years of human life and your feature burns up more than 228 years of human life for every million viewers. These amounts are not trivial. We should all ask ourselves if we are providing value for the amount of the audience’s life we are using up.”
This got me thinking about the sheer amount of time that can be spent inside a game as opposed to a film or individual television show. Doing a little rough calculation on a large-scale game like Mass Effect:
- The last official figures, (pre-holiday season 2007), showed the game to have sold over 1.7m copies. That number has certainly increased since then, but we’ll stick with that for now in the interests of being conservative.
- We know that only under 20% of games are ever completed, (though I’m estimating that figure might be higher based on the targetted RPG user-base over the perhaps more impatient “Halo crowd”), plus this is a game that actively promotes muliple playthroughs. Again though, in the interests of erring on the conservative we’ll just stick to 20%.
- Depending on how the player decides to approach the game, a single playthrough can last anywhere between 5-6 hours and 30-40 hours, so let’s take an an average of roughly 10-15 hours per playthrough. (Additionally, the remaining 80% will likely have sunk a significant amount of time before hitting a wall, but we’ll leave them out for now).
- 20% of 1,700,000 is 340,000, multiplied by 10-15 gives a total of 3.4-5.1 million hours, or at least 388-582 years of human life spent inside the game-world.
That’s a shitload of time!
Just think what these people could have been doing to further the human race - discovering cures for cancer, solving global warming etc. Of course, there’s a lot to be said for downtime and escapism. Losing yourself on an asteroid hurtling towards a human-colonised planet certainly allows you to punctuate your presumably less (than that) exciting existence, but imagine if we could infuse our unique entertainment medium with the kind of education and exploration of the human condition that has been the staple of much less time-consuming entertainment mediums since inception. We really as an industry owe it to ourselves to provide some kind of cultural value to the people who are going to be investing time in our creations so that not only can they justify the time, but us our creations.
03.05.08 A Date With Iron Man
[Last night, on the way to see Iron Man at the movie theatre with Marie-Jo:]
Me: Can I just take 5 minutes in HMV beforehand?
MJ: We only have 30 minutes to eat :( We’ll have to get in line and…
Me: I won’t be long baby. I just need to pick something up.
MJ: Everyone was talking about the movie on the subway train here - it’s gonna be a huge line-up. What is it you want?
Me: You’ll see. Just give me 5 minutes…
[…5 minutes later]

Me: Here you go baby. Remember the game you were working on for a year and a half?
MJ: OMG! I completely forgot it was coming out today!
02.05.08 Grand Theft Euphoria
I had hoped to post about the fantastic leaps forward in ingame animation brought about by the highly publicised (in the gaming press anyway) integration of NaturalMotion’s behavioural/physics-based Euphoria middleware in the recently released GTA4.
However, I was one of the unlucky few whose copy would invariably freeze during the opening stages of the game. Even worse, the XBOX360 would also lock up for the next few attempts even without the corrupt disc inside. I have since bought a replacement copy but the current situation sees my machine now sporting the dreaded Red Ring of Death, (much too close to be a coincidence), so it looks like I won’t be playing any games for the foreseeable future - cheers Rockstar, cheers Bill.
In the meantime, above is a video demonstrating Euphoria in a standalone manner, which looks very interesting indeed. Reports from colleagues tell me that the movement and ragdoll look incredibly natural, but the player character unfortunately handles looser than in previous games - something to be expected of any move towards visual fidelity.
24.04.08 Mass Effect VFX Interview in HDRI
The latest edition of HDRI Magazine has a front-page article on an interview with Shareef Shanawany, Visual Effects Lead on Mass Effect. There are some details on the post-processes that really defined the look of the game, as well as the fantastic work employed for the biotics using the crust system.

I’ve always thought Mass retained something of the same look as all the other games rendered in the Unreal 3 Engine, but perhaps we did manage to put our own stamp on it with little tricks like the grain filter and custom depth-of-field, (the DOF in the image above was Unreal 3’s default at the time). And if I wouldn’t love to make a game locked at 24fps with motion blur.
As far as I’m aware, this is the first time they’ve run a cover story on videogame VFX, which is usually the territory of film and television only. Definitely a great step forward and some great recognition for the excellent work done by Shareef and the rest of the VFX team, even if they did kill the framerate throughout (and to a degree, post) production ;-)
19.04.08 Uncharted Mocap
At two months after the conference I’m a little late in posting my notes from the various lectures due to work commitments and the recent site overhaul, but now they’ll be forthcoming.
As an extra little teaser, there will soon be something new coming to Game Anim of interest to videogame animators everywhere over the next few weeks. So on with the notes…
Naughty Dog: Uncharted Animation - An In-depth Look at the Character Animation Workflow and Pipeline
Jeremy Lai-Yates & Judd Simantov - In-Game Animation Lead & Lead Character TD

After a fantastic opening to GDC with Ken Levine’s inciteful speech on Storytelling in Bioshock, this, my second lecture, turned out to be not quite all that I’d hoped for. I was really expecting to gain insight into their facial animation setup and workflow as my time spent with Drake’s Fortune have proven the cinematics to be something quite special and well-produced. However, the talk focused squarely on their mocap workflow which was a fairly standard 3-skeleton setup. 1 animation, 1 game, and 1 mocap - snapping poses and animations between them.
What confused those present most was, on deciding against employing Motionbuilder as part of their process due to their exporter being Maya-based, they proceeded to manually recreate many mocap-related features Motionbuilder provides inside Maya, (though with the notable absence of layers), rather than simply recreate their exporter inside Motionbuilder. This was reflected upon at the end with the closing statement - “We had a tendency to over-think things”.