Archives For 2007

Perfect Pitch

December 29th, 2007 — Leave a comment

Taking a break from regurgitating press releases, Gamespot has an informative article on the art of pitching your game concept to prospective publishers.

Brendan Sinclair’s insightful piece talks to several industry vets about how the videogame pitch has changed over the years, as well as highlighting alternative methods to get marketing onboard. I’m sure my younger self would balk at me saying this, but I really believe the best game concepts are not only fun and innovative, but should also sell.

This way of thinking can be useful on a macro level too. In a recent conversation with a videogame marketer, I explained that when creating the showpiece ingame animations for any given project it’s always a good idea to bear in mind, “would this pose look good on a poster?”.

During a recent trip to Turkey, I revisited the archaeological site of Ephesus over a decade after holidaying there as a child and was surprised to the extent at which time has clouded my memory of the ancient city layout. Nor could I recall, (until later reminded by my parents), a night spent in the shadow of the dramatic Fortress at Selçuk afterwards, as was the case on this occasion too.

How then, when playing Tomb Raider Anniversary, can I remember every room and corridor after 10 years? Reliving paths well-trodden, pistols at the ready for the lions I just know are waiting for me at the foot of St. Francis Folly – it’s not only helping me complete the game speedily during a holiday period crammed with quality releases, but also helps me appreciate all the improvements Crystal Dynamics made to bring it to the current generation.

If only my brain was as sticky with real-life (i.e. useful) memories.

Kane, Lynch and I

December 11th, 2007 — Leave a comment

Last week was spent on an Eidos collaboration effort in Copenhagen, Denmark at IO Interactive, makers of Hitman, Kane & Lynch, and the amazing parody of American jingoism, Freedom Fighters.

Kane, Lynch & I

The Danes were incredibly welcoming and we came away with not only an understanding of K&L’s 1000+ NPC crowd system, but also an appreciation of Nordic studios’ provision of three healthy meals a day for all staff, (plus take-out meals for families). It was certainly heartwarming to see the creators of such controversial adult-themed games end the week making gingerbread houses with their toddlers in the dining area.

In other news, Mass Effect hit 1 million sales this week – something of a relief as good reviews don’t necessarily translate into good sales. I still haven’t played the bugger yet though as BioWare are sending a Limited Edition copy and I’m too cheap to buy one before it arrives :-(

Mass should be released tomorrow, but I’m currently somewhere in Turkey so I’ve put this post on a timer.

Not so much of a lie, more of a mistranslation this time. The other day I was thumbing through several old magazines scattered around the studio when, lo and behold, I find my own ugly mug giving me the thumbs up inside.

Mistranslation

Turns out it was a write-up of the IGDA talk Steve (Audio Lead on Mass Effect) and I gave here in Montreal over a year ago. A rough translation appears to state that, among other things, not only will the Audio be mixed by Star Wars’ Ben Burtt, but the male player character will be voiced by none other than John Cleese.

Mass Effect TV Advert

November 10th, 2007 — Leave a comment

So after nearly three years looking forward to it, I’m gonna miss all the hype and press surrounding the launch of Mass Effect due to being on holiday in Turkey – (no bad thing :). Thankfully I managed to catch this just before leaving – certainly looks a little inconsistent with the animation style of the game, (being more keyframe than mocap), but the sentiment really catches the mature experience of the game.

YouTube Preview Image

Whatever the review scores turn out to be, I am proud to have contributed to a game that provides much deeper an experience than simply new ways to kill little virtual men.

Speaking Of Creativity…

November 4th, 2007 — Leave a comment

Here’s a fantastic pic of my BioWare buddies dressed as TF2′s Red Team for Halloween. Creative, yes, but by no means original…

Team Fortress Red Team

The Future’s Bright…

November 3rd, 2007 — Leave a comment

The Orange Box has now been sitting in my XBOX360 for most of the week now, essentially taking the place of an operating system. It’s all I really need to fire up first, then decide what I want to play depending upon how I’m feeling. Is it a full single-player story experience? An online fragfest with my mates? How about a slow-paced puzzle game that test my brain more than my trigger finger?

The Orange Box

The Orange Box is a milestone in more ways than just value for money. Hosting a table at a recent art direction-related IGDA GameCafe, one topic that kept coming up was that of photo-real vs stylized art. I’ve mentioned this recently, but again, this really affects the amount of time we as animators are required to spend just ensuring characters don’t behave unnaturally on top of all the more important work regarding the actual game itself. So we come to Team Fortress 2.

The resulting discussions pointed towards realism (or even worse – the over-used term “stylised realism”) being nothing other than a complete lack of art direction. That’s where I, and many of my colleagues, see Valve’s Team Fortress 2 as such an important step forward in game art. Rather than chasing that elusive photo-real dream, (which learned individuals assume is at least 40 years away), we can get back on track creating absorbing universes that envelope the character in the way that animated feature films have done for decades.

Sure, the caricatured avatars and lighting borrows heavily from The Incredibles, but that’s a fantastic reference point compared to the hundreds of homogeneous “realistic” shooters announced on an almost daily basis. Art Directors take note, as long as your (and the guys paying your bills) vision is strong enough.

Layers of Pixar Polish

October 13th, 2007 — Leave a comment

The final Adapt Presentation Notes Session, providing information for animators regarding character and rig development, peer-review processes and general acting tips.

Pixar: How Pixar Animation Studios Brings Characters To Life

Andy Schmidt – Animator on Ratatouille

Ratatouille

This was an incredibly valuable lesson in the workflow for polishing an animated feature, which has some lessons we can directly employ for our own peer-review processes. The initially self-deprecating yet entertaining Andy Schmidt took us through the challenges of creating the characters for Ratatouille, (namely, how to turn vermin into an appealing character) before moving on to Pixar’s general approach to taking a scene through various levels of polish.

The biggest element of the talk that struck me was the difference between an animated film and videogame cutscene schedule – two supposedly similar projects in concept, with the key being when voice-over is recorded. Below is a comparison between Pixar and what is my experience of the norm for large-scale videogame project storytelling, taking a direct comparison with only the elements shared across mediums.

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Morph Management

October 11th, 2007 — 2 Comments

Another small post, this time on a different approach to morph-target lip-sync.

Di-O-Matic: Efficient methods for creating lip-sync blend shapes

Laurent Abucassis – Founder: Di-O-Matic

Di-O-Matic

A considerably lower-key affair than Halon’s, this talk revolved around a demonstration on how to make phonetic mouth-shapes for lip-sync via blend-shapes (or morphing), something that, while offering more control over mesh deformation than simple bone positions, can be quite a pain to actually create and maintain the multitude of models required to create a blend-shape list.

While it did turn into something of a product pitch towards the end, the educational portion of the talk began with pointing out the first mistake most animators make when creating lip-sync for the first time, whereby they try to for shapes for every letter. However as Laurent said, “A letter is not a sound”.
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Transformers Animation

October 10th, 2007 — Leave a comment

Now a smaller note-taking session, a result only of the vast amount of content on show so as to keep one’s eyes away from the notepad.

Industrial Light & Magic: VFX Used On Transformers

Todd Vaziri – VFX Sequence Supervisor for Transformers

Transformers

One of the most entertaining presentations of the week, due to both Todd’s upbeat yet humble attitude and the sheer multitude of videos displayed during the presentations, ranging from multiple render-passes highlighting the various explorations of lighting and materials on the robotic protagonists to behind-the-scene shots of the film plates throughout the various layers of post-production layering.

Incredibly heartening were the animation renders illustrating the sheer amount of cheating going on when characters went off-screen. With the original brief requiring 14 robots in total, they scoped for only 14 transformation animations, but ended up creating over 140 due to each transformation being created specifically to sell the particular shot. Some examples shown had Transformers’ legs going through the ground, various parts scaling into the body to be hidden away, even bits flying off only to return just at the moment they were required on camera – just like our cutscenes!

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