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	<title>Game Anim &#187; Cutscenes</title>
	<atom:link href="http://www.gameanim.com/category/cutscenes/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameanim.com</link>
	<description>Jonathan Cooper : Videogame Animation Director</description>
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		<title>Digic Pictures Demo Reel 2011</title>
		<link>http://www.gameanim.com/2012/01/16/digic-pictures-demo-reel-2011/</link>
		<comments>http://www.gameanim.com/2012/01/16/digic-pictures-demo-reel-2011/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 03:04:15 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[assassin's creed]]></category>
		<category><![CDATA[cinematics]]></category>
		<category><![CDATA[darkstalkers]]></category>
		<category><![CDATA[digic]]></category>
		<category><![CDATA[digic pictures]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[the lost world]]></category>
		<category><![CDATA[trailers]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2458</guid>
		<description><![CDATA[Currently the darlings of the CG Game Trailer world after stealing the title from Blur Studio, Digic Pictures have just released their latest reel. Although only containing a handful of updates from their 2010 version, this video shows that they owned pretty much every CG Trailer you got excited about in the last few years.]]></description>
			<content:encoded><![CDATA[<p>Currently the darlings of the CG Game Trailer world after stealing the title from Blur Studio, <a href="http://www.digicpictures.com" target="_blank">Digic Pictures</a> have just released their latest reel.</p>
<p><a href="http://www.gameanim.com/2012/01/16/digic-pictures-demo-reel-2011/"><em>Click here to view the embedded video.</em></a></p>
<p>Although only containing a handful of updates from <a href="http://www.youtube.com/watch?v=bH_qOpYzlB4" target="_blank">their 2010 version</a>, this video shows that they owned pretty much every CG Trailer you got excited about in the last few years.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Making of the Diablo 3 : Black Soulstone Cinematic</title>
		<link>http://www.gameanim.com/2011/11/07/making-of-the-diablo-3-black-soulstone-cinematic/</link>
		<comments>http://www.gameanim.com/2011/11/07/making-of-the-diablo-3-black-soulstone-cinematic/#comments</comments>
		<pubDate>Tue, 08 Nov 2011 03:02:25 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[blizzard]]></category>
		<category><![CDATA[cinematics]]></category>
		<category><![CDATA[diablo]]></category>
		<category><![CDATA[making of]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2409</guid>
		<description><![CDATA[A long video, and relevant only for pre-rendered cinematics due to the high-res nature of many of their challenges, but this cinematics panel from Blizzcon 2011 hammers home the importance of reference gathering for top-level animation.]]></description>
			<content:encoded><![CDATA[<p>A long video, and relevant only for pre-rendered cinematics due to the high-res nature of many of their challenges, but this cinematics panel from Blizzcon 2011 hammers home the importance of reference gathering for top-level animation.</p>
<p><a href="http://www.gameanim.com/2011/11/07/making-of-the-diablo-3-black-soulstone-cinematic/"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>The Making of Tomb Raider : Turning Point</title>
		<link>http://www.gameanim.com/2011/07/14/the-making-of-tomb-raider-turning-point/</link>
		<comments>http://www.gameanim.com/2011/07/14/the-making-of-tomb-raider-turning-point/#comments</comments>
		<pubDate>Fri, 15 Jul 2011 01:34:10 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[animatic]]></category>
		<category><![CDATA[cinematic]]></category>
		<category><![CDATA[crystal dynamics]]></category>
		<category><![CDATA[e3]]></category>
		<category><![CDATA[square enix]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[trailer]]></category>
		<category><![CDATA[visual works]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2366</guid>
		<description><![CDATA[This trailer passed me by at E3 this year, but knowing Square&#8217;s Visual Works of Final Fantasy fame were involved makes it deserving of another look. Nice comparisons between animatics and final comps. Skip to around 1:15 to get past (at least some of) the Irish marketing man.]]></description>
			<content:encoded><![CDATA[<p>This trailer passed me by at E3 this year, but knowing Square&#8217;s <em>Visual Works</em> of Final Fantasy fame were involved makes it deserving of another look. Nice comparisons between animatics and final comps. Skip to around 1:15 to get past (at least some of) the Irish marketing man.</p>
<p><a href="http://www.gameanim.com/2011/07/14/the-making-of-tomb-raider-turning-point/"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Cinematic Reel : 2011</title>
		<link>http://www.gameanim.com/2011/04/10/cinematic-reel-2011/</link>
		<comments>http://www.gameanim.com/2011/04/10/cinematic-reel-2011/#comments</comments>
		<pubDate>Sun, 10 Apr 2011 14:24:45 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Work]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[bioware]]></category>
		<category><![CDATA[cinematic]]></category>
		<category><![CDATA[cinematography]]></category>
		<category><![CDATA[Cutscene]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[facial]]></category>
		<category><![CDATA[jonathan cooper]]></category>
		<category><![CDATA[mass effect 2]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[showreel]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2254</guid>
		<description><![CDATA[I took the time this last week to put together a reel of my work on Mass Effect 2, done between late 2008 and early 2010. Look below for a full shot breakdown, and, because you&#8217;re gonna ask, the music is Invaders Must Die by The Prodigy. Shot Breakdown Below is a breakdown of what [...]]]></description>
			<content:encoded><![CDATA[<p>I took the time this last week to put together a reel of my work on Mass Effect 2, done between late 2008 and early 2010. Look below for a full shot breakdown, and, because you&#8217;re gonna ask, the music is <em>Invaders Must Die</em> by <em>The Prodigy</em>.</p>
<p><a href="http://www.gameanim.com/2011/04/10/cinematic-reel-2011/"><em>Click here to view the embedded video.</em></a></p>
<h2><a name="breakdown"></a>Shot Breakdown</h2>
<p>Below is a breakdown of what I was responsible for in each scene. The terms used are as follows:<span id="more-2254"></span></p>
<h3>Animatic</h3>
<p>Initial layout of the scene, covering loose camerawork and editing as well as rough posing on the characters to be used as reference for the mocap shoot.</p>
<h3>Mocap</h3>
<p>Once mocap is received, laying it down and re-editing the timing and cinematography to match, including an initial pass on facial. Often a lot of artistic changes are made at this stage so this forms the bulk of the work.</p>
<h3>Polish</h3>
<p>The final stage where the VO, facial and all the details such as fingers and contact points are finalised.</p>
<table>
<tbody>
<tr>
<th align="center">Time</th>
<th>Scene Name</th>
<th align="center">Animatic</th>
<th align="center">Mocap</th>
<th align="center">Polish</th>
</tr>
<tr>
<td align="center">00:01</td>
<td>Arrival Tower</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:08</td>
<td>N7 Geth</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:16</td>
<td>Arrival Mall</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:18</td>
<td>Jack Fling</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:25</td>
<td>Legion Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:28</td>
<td>Legion Board</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:32</td>
<td>Arrival Mall</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:36</td>
<td>Thane Romance</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:39</td>
<td>Arrival Mall</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:41</td>
<td>Miranda Pre-Romance</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:46</td>
<td>Reaper Arrival</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:49</td>
<td>Legion Board</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">00:56</td>
<td>Legion Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:00</td>
<td>Samara Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center"></td>
</tr>
<tr>
<td align="center">01:03</td>
<td>Garrus Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center"></td>
</tr>
<tr>
<td align="center">01:06</td>
<td>Ending Arrival</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center"></td>
</tr>
<tr>
<td align="center">01:10</td>
<td>Legion Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:14</td>
<td>Ship Transfer 1</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:17</td>
<td>Samara Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center"></td>
</tr>
<tr>
<td align="center">01:20</td>
<td>Ship Transfer 2</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:23</td>
<td>N7 Ruins</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:30</td>
<td>Miranda Pre-Romance</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:37</td>
<td>Samara Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center"></td>
</tr>
<tr>
<td align="center">01:41</td>
<td>Hub Depart</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:44</td>
<td>Garrus Reveal</td>
<td align="center"></td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">01:51</td>
<td>Thane Romance</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">02:00</td>
<td>Legion Activation</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
<tr>
<td align="center">02:10</td>
<td>Jack Romance</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
<td align="center">Yes</td>
</tr>
</tbody>
</table>
]]></content:encoded>
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		<title>L.A. Noire&#8217;s MotionScan Performance Capture</title>
		<link>http://www.gameanim.com/2010/12/17/l-a-noire-motionscan-performance-capture/</link>
		<comments>http://www.gameanim.com/2010/12/17/l-a-noire-motionscan-performance-capture/#comments</comments>
		<pubDate>Fri, 17 Dec 2010 15:50:26 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Facial Animation]]></category>
		<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[depth analysis]]></category>
		<category><![CDATA[la noir]]></category>
		<category><![CDATA[motionscan]]></category>
		<category><![CDATA[rockstar]]></category>
		<category><![CDATA[team bondi]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2098</guid>
		<description><![CDATA[Everyone&#8217;s talking about it so it would be rude not to post that the new trailer for Rockstar&#8217;s (Sydney-based team Bondi&#8217;s) L.A. Noir dropped yesterday and the facial performances look fantastic. Using Depth Analysis&#8217; MotionScan technology, they appear to be going all out to capture the performances of apparently over 200 characters. While the visual [...]]]></description>
			<content:encoded><![CDATA[<p>Everyone&#8217;s talking about it so it would be rude not to post that the new trailer for Rockstar&#8217;s (Sydney-based team Bondi&#8217;s) L.A. Noir dropped yesterday and the facial performances look fantastic. Using <a href="http://www.depthanalysis.com" target="_blank">Depth Analysis&#8217;</a> MotionScan technology, they appear to be going all out to capture the performances of apparently over 200 characters.</p>
<p><a href="http://www.gameanim.com/2010/12/17/l-a-noire-motionscan-performance-capture/"><em>Click here to view the embedded video.</em></a></p>
<p>While the visual benefits are obvious, I can&#8217;t help but wonder just how much it cost the production for so many actor contracts when not only voices but likenesses are required. Additionally, the production task must be one of the hardest parts of the game, considering that at the time of writing they&#8217;re still hiring senior roles for the cinematics team around 6 months before the planned release date.</p>
<p>That said, I&#8217;ve really been keeping an eye on this since E3 so can&#8217;t wait for spring to roll around, plus I&#8217;m a Noir nut since a Humphrey Bogart stint last summer.</p>
<p>Read more about the <a href="http://www.gamepro.com/article/news/215667/the-most-impressive-thing-i-saw-at-e3/" target="_blank">MotionScan tech and process here.</a></p>
<p>UPDATE: They&#8217;re not still hiring as the front-page job posting on their site is dated 2008. Makes me feel better about the frequency of my own posts.</p>
]]></content:encoded>
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		<item>
		<title>Final Fantasy XIII Cutscene Process</title>
		<link>http://www.gameanim.com/2010/07/25/final-fantasy-xiii-cutscene-process/</link>
		<comments>http://www.gameanim.com/2010/07/25/final-fantasy-xiii-cutscene-process/#comments</comments>
		<pubDate>Sun, 25 Jul 2010 14:56:44 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Facial Animation]]></category>
		<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[square enix]]></category>
		<category><![CDATA[XIII]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1846</guid>
		<description><![CDATA[Once again, the Japanese Softimage site has posted information on another showpiece title &#8211; and they spend a heavy amount of time talking about how Softimage interfaces with Motionbuilder. This is encouraging for me as I&#8217;ve decided to dive fully into Motionbuilder for my current project after finding it to be the most rounded solution for [...]]]></description>
			<content:encoded><![CDATA[<p>Once again, the <a href="http://www.autodesk.co.jp/adsk/servlet/item?siteID=1169823&amp;id=15037624" target="_blank">Japanese Softimage site has posted information on another showpiece title</a> &#8211; and they spend a heavy amount of time talking about how Softimage interfaces with Motionbuilder. This is encouraging for me as I&#8217;ve decided to dive fully into Motionbuilder for my current project after finding it to be the most rounded solution for mocap, keyframe and facial animation out there.</p>
<p style="text-align: center;"><a href="http://www.gameanim.com/2010/07/25/final-fantasy-xiii-cutscene-process/"><img class="aligncenter" title="Final Fantasy XIII Hair Rig" src="http://www.gameanim.com/images/posts/FinalFantasyXIII_01.jpg" alt="Final Fantasy XIII Hair Rig" width="640" height="360" /></a></p>
<p>When we initially showed Mass Effect at E3 2006 I recall a handful of Square developers attending to evaluate the facial animation. While it looks like their production methods are somewhat dated due to the long development cycle, playing FFXIII shows the eventual result to be outstanding &#8211; presumably due to their <a href="http://www.gameanim.com/2008/07/14/final-fantasy-face-driven-technology/" target="_self">dedicated engine for facial closeups</a> and meticulous planning.</p>
<p><span id="more-1846"></span>The google translation for the piece is especially bad, but so far I can gather:</p>
<p>Like Square Enix <a href="http://www.gameanim.com/2008/07/02/lost-odysseys-cutscene-consistency/" target="_self">studio-offshoot Feelplus</a>, cutscenes are divided into 4 categories depending on importance. A &amp; B level cutscenes employ full keyframed facial animation (with lip-sync done individually for both Japanese and English versions). C &amp; D level cutscenes just use procedurally-generated facial and lip-sync animation.</p>
<p>Similarly, the cutscene team is divided into four distinct teams that handle each progressive stage of creating a full cutscene. They are:</p>
<p><strong>Motion Capture Group:</strong> Shooting and cleaning up motion-capture data.</p>
<p><strong>Body Motion Team:</strong> Creature keyframe animation, and human motions that cannot be captured.</p>
<p><strong>Facial Group:</strong> Facial acting and lip-sync.</p>
<p><strong>Simulation Team:</strong> Hair and cloth simulations.</p>
<p>Cutscene shoots are meticulously planned ahead of time. Beyond storyboards, clean layout boards that contain descriptions of the actors, props and set layouts required for each scene are created.</p>
<p style="text-align: center;"><img class="aligncenter" title="Final Fantasy XIII Layout Board" src="http://www.gameanim.com/images/posts/FinalFantasyXIII_03.jpg" alt="Final Fantasy XIII Layout Board" width="640" height="360" /></p>
<p style="text-align: left;">Temporary voice-over was used on the set with full ADR done later. Interestingly, it appears that animatics were projected on the walls during the shoots to give the actors a better sense of their virtual counterparts and surroundings.</p>
<p style="text-align: left;">Within Motionbuilder, additional tools were created to easily allow editing and exporting of complex scenes via a check-box matrix of assets vs shots, seen at the lower-right of the image below &#8211; something I&#8217;ve had in mind for some time as the best solution for working on scenes that require a lengthy full export only very occasionally.</p>
<p style="text-align: center;"><a href="http://www.gameanim.com/images/posts/FinalFantasyXIII_02_large.jpg" rel="thumbnail"><img class="aligncenter" title="Final Fantasy XIII in Motionbuilder" src="http://www.gameanim.com/images/posts/FinalFantasyXIII_02.jpg" alt="Final Fantasy XIII in Motionbuilder" width="640" height="390" /></a></p>
<p style="text-align: left;">Character-wise, the highest resolution characters (Lightning and Snow) consist of up to 223 bones, covering the basic skeleton, auxiliary (corrective and simulation), facial and hair bones.</p>
<p style="text-align: left;">The keyframed facial animation was done via a traditional slider setup. The image below shows the numerous attributes, which must have become quite unwieldy and therefore given rise to the need for a dedicated team to specialise in this area.</p>
<p style="text-align: center;"><a href="http://www.gameanim.com/images/posts/FinalFantasyXIII_04_large.jpg" rel="thumbnail"><img class="aligncenter" title="Final Fantasy XIII Face Sliders" src="http://www.gameanim.com/images/posts/FinalFantasyXIII_04.jpg" alt="Final Fantasy XIII Face Sliders" width="640" height="360" /></a></p>
<p style="text-align: left;">For simulations, the wind level is initially set for each scene to provide the requisite amount of movement in the simulated assets.</p>
<p style="text-align: left;">Around 20 bones are used for hair, employing a spring system that dampens as a character&#8217;s inertia increases to prevent crashing with the head.</p>
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		<title>Uncharted 2: Mocap Club Interview</title>
		<link>http://www.gameanim.com/2010/05/30/uncharted-2-mocap-club-interview/</link>
		<comments>http://www.gameanim.com/2010/05/30/uncharted-2-mocap-club-interview/#comments</comments>
		<pubDate>Mon, 31 May 2010 03:32:34 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[house of moves]]></category>
		<category><![CDATA[josh scherr]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[mocap club]]></category>
		<category><![CDATA[naughty dog]]></category>
		<category><![CDATA[nolan north]]></category>
		<category><![CDATA[uncharted 2]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1566</guid>
		<description><![CDATA[The Mocap Club has posted an interview with Uncharted 2 Cinematics Lead, Josh Scherr on the mocap process for the game&#8217;s high quality cinematics, complementing the videos on the subject included with the game. Some technical insights towards the end, but most interesting of all is the emphasis placed on the human side of the [...]]]></description>
			<content:encoded><![CDATA[<p>The Mocap Club has posted an<a href="http://www.mocapclub.com/Pages/Uncharted%20Mocap%20Interview%2001.htm" target="_blank"> interview with Uncharted 2 Cinematics Lead, Josh Scherr</a> on the mocap process for the game&#8217;s high quality cinematics, complementing the videos on the subject included with the game.</p>
<p style="text-align: center;"><a href="http://www.mocapclub.com/Pages/Uncharted%20Mocap%20Interview%2001.htm" target="_blank"><img class="aligncenter" title="Uncharted 2 Mocap" src="http://www.gameanim.com/images/posts/Uncharted2Mocap.jpg" alt="" width="640" height="360" /></a></p>
<p>Some technical insights towards the end, but most interesting of all is the emphasis placed on the human side of the shoot, something that comes through in the finished work. Regarding casting:</p>
<blockquote><p>&#8220;Well, we start with the obvious things – e.g. talent, distinctive voice,  whether an actor is appropriate for the role, etcetera.  But since  we&#8217;re looking for people who will be doing both the mocap acting and the  voice, we also watch how the candidates physicalize their performance.   It&#8217;s also important to see how they deal with adjustments and to see if  they take direction well.  For the top candidates, we&#8217;ll actually bring  them back for a second audition and have them perform a scene with  Nolan (North, who plays Drake) to make sure they have good chemistry.&#8221;</p></blockquote>
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		<title>Cinematics Sans Cutscenes</title>
		<link>http://www.gameanim.com/2010/04/23/cinematics-sans-cutscenes/</link>
		<comments>http://www.gameanim.com/2010/04/23/cinematics-sans-cutscenes/#comments</comments>
		<pubDate>Fri, 23 Apr 2010 20:42:14 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[angles]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[cameras]]></category>
		<category><![CDATA[cinematics]]></category>
		<category><![CDATA[cinematography]]></category>
		<category><![CDATA[close-ups]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[continuity]]></category>
		<category><![CDATA[cutting]]></category>
		<category><![CDATA[gears of war]]></category>
		<category><![CDATA[god of war]]></category>
		<category><![CDATA[gta4]]></category>
		<category><![CDATA[ingame]]></category>
		<category><![CDATA[joseph mascelli]]></category>
		<category><![CDATA[LinkedIn]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[metal gear solid]]></category>
		<category><![CDATA[migs]]></category>
		<category><![CDATA[zelda]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1081</guid>
		<description><![CDATA[Due to the heavy reliance on video examples it was insufficient to simply post slides of the session I gave at the Montreal International Game Summit in November, so here is the full write-up outlining a proposal for a different approach to cutscenes as a form of delivering cinematic experiences in videogames. First, a little [...]]]></description>
			<content:encoded><![CDATA[<p>Due to the heavy reliance on video examples it was insufficient to simply post slides of the session I gave at the Montreal International Game Summit in November, so here is the full write-up outlining a proposal for a different approach to cutscenes as a form of delivering cinematic experiences in videogames.</p>
<p style="text-align: center;"><a href="http://www.gameanim.com/2010/04/23/cinematics-sans-cutscenes/" target="_self"><img class="aligncenter" title="Cinematics Sans Cutscenes" src="http://www.gameanim.com/images/posts/CinematicsSansCutscenes.jpg" alt="Halo 3 Sniper Scope" width="640" height="360" /></a></p>
<p>First, a little bit of background about where I&#8217;m coming from. I’ve been working on games now for nearly a decade in a variety of both in-game and cinematic roles, with the in-game side mostly focussing on player control, cameras and animation-system design relating to gameplay, whereas the cinematic part is about pure art and storytelling, getting information across to the player in as efficient a manner as possible.</p>
<p><span id="more-1081"></span></p>
<p>At the time of the presentation, our team was wrapping up the final stages of production on cutscenes for Mass Effect 2 and here’s an image of the wall behind my desk.</p>
<p style="text-align: center;"><a href="http://www.gameanim.com/images/articles/CutsceneList.jpg" rel="thumbnail"><img class="aligncenter" title="Cutscene list" src="http://www.gameanim.com/images/articles/CutsceneList.jpg" alt="" width="640" height="360" /></a></p>
<p>This was a deliberately blurred picture (so as to not give away any spoilers) of our workload as it stood, with only the last few bugs remaining and each of those lines there representing anywhere between 1 and 7 individual cutscenes, many of which we now know post-release were well-received cinematic experiences. However, with such a heavy history of in-game animation design, I feel that with games like ours and the recently released Uncharted 2 among others, we’re coming to the limits of where we can go with pure cutscenes in our games.</p>
<p>Uncharted succeeded with its seamless transitions into and out of cutscenes, as well as the sheer high quality of the characters and acting, and ours with the logic behind them that decides which sequences (and how) to play depending on choices. As animators, we didn’t know whether your player-character was male or female, what their face looked like, or who you’d brought along with you on your team, not to mention the myriad choices that you can make throughout the game that will determine the outcome of particularly climactic scenes. After this point I can see cutscenes only limiting our progress in terms of developing storytelling in games, so I’m interested in exploring alternative methods that will allow us to truly develop stories for our medium rather than continually within the pre-established constraints of film &#8211; which are essentially where cutscenes lie.</p>
<h2>The Problems With Cutscenes</h2>
<p>When researching this topic, I began by initially trying to define exactly what a “cutscene” is. I’m sure when we’re all watching one we can tell that it’s a cutscene, but we have had so many variations of them over the years that it’s difficult to define them in a pure sense. The first and most natural idea that springs to mind tends to be “whenever the camera cuts”, but this is not the case as we often have no cuts, particularly during “designer cutscenes” whereby the camera simply transitions to a location to show the relationship between the player and the subject.</p>
<p>Next is to assume that player control is removed entirely, but as we’ll see later there have been many attempts to include some level of interactivity during cutscenes that doesn’t detract from them being cutscenes. The creation method is irrelevant &#8211; we have different terms in the industry such as Cinematic Cutscenes, Designer Cutscenes, Ingame and Pre-rendered, but in the end what really matters is how the player perceives the result, of which length is a sizeable factor.</p>
<p>Below is a great example of a cinematic sequence from Resident Evil 4 that follows all the “rules” of what we typically consider to be a cutscene, but because of its short duration the player doesn’t consider this a cutscene, and instead just another cinematic moment that contributes to the overall feeling of the game being a cinematic experience.</p>
<p><a href="http://www.gameanim.com/2010/04/23/cinematics-sans-cutscenes/"><em>Click here to view the embedded video.</em></a></p>
<h2>Defining The Problem</h2>
<p>As such, a better approach is rather than to define what a cutscene is, instead to define the problem, so hopefully we can concentrate on simply attempting to overcome the issue rather than arbitrarily abolishing cutscenes themselves which has been done in the past to greater and lesser degrees of success.</p>
<h3>Control and choice is restricted, if not removed entirely.</h3>
<p>One second the player is running around, making choices and personally involved in many aspects of how the story or adventure is progressing, then the next they are force-fed exactly what we as developers want them to see and experience. This is fundamentally against the nature of our medium, and greatly restricts their experience for the duration of the cutscene back to the levels of the older medium of film.</p>
<h3>Cutscenes make a clear division between the gameplay and the story.</h3>
<p>The visual difference between cameras (and often character fidelity) in gameplay and  those for cinematic cutscenes negatively reinforces the fact that  most of gameplay involves little to no story progression at all.</p>
<h3>Cutscenes are opt-out.</h3>
<p>Once a cutscene is triggered, often without the player’s consent or choosing, his or her only option is to exit the cutscene. This brings with it issues of missing important information after the point of exit, and more importantly highlights the fact that we have a major problem here. If we have a design element in our medium that consistently requires we add the option to skip it entirely, then surely there is something fundamentally flawed with some aspect of that element?</p>
<p>This brings me to the definition that cutscenes are essentially <em>“Imposed Cinematography”</em>, whereby we as developers wish to impose narrative or progression information required to continue, or to ensure that the player experiences a part of the game exactly as we wish them to. This is the heart of the conflict between developer and player where, unlike other older mediums, we perform best when we play to our strengths and require participation from the player rather than purely imposing our creative will upon them.</p>
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		<title>Blogcritics Interview</title>
		<link>http://www.gameanim.com/2010/02/24/blogcritics-interview/</link>
		<comments>http://www.gameanim.com/2010/02/24/blogcritics-interview/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 04:07:45 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Work]]></category>
		<category><![CDATA[blogcritics]]></category>
		<category><![CDATA[cinematics sans cutscenes]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[LinkedIn]]></category>
		<category><![CDATA[mass effect 2]]></category>
		<category><![CDATA[migs]]></category>
		<category><![CDATA[press]]></category>
		<category><![CDATA[romance]]></category>
		<category><![CDATA[sex scene]]></category>
		<category><![CDATA[thane]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1211</guid>
		<description><![CDATA[A few people at work have pointed me towards this audio interview I gave after the MIGS talk at the end of last year (a summary of which is still forthcoming, but you can see the slides here if you have a magnifying glass). If you can put up with the dodgy accent there may [...]]]></description>
			<content:encoded><![CDATA[<p>A few people at work have pointed me towards this audio interview I gave after the MIGS talk at the end of last year (a summary of which is still forthcoming, but you can <a href="http://sijm.ca/2009/wp-content/uploads/2009/12/jonathan-cooper.pdf" target="_blank">see the slides here</a> if you have a magnifying glass). If you can put up with the dodgy accent there may be something of use in there.</p>
<p style="text-align: left;"><a href="http://meancode.biz/bcgaming/bioware-jonathon%20cooper.mp3">Montreal International Game Summit 09 &#8211; Blogcritics Interview</a></p>
<p>It covers a few points I missed out of the talk and some thoughts on ME2&#8242;s romance custscenes. Having a long enough break from the project I&#8217;m now playing through the game with fresh eyes, and seeing everything in context I&#8217;m most happy with the Thane romance but can only see the green guy on Youtube as I&#8217;m not playing female.</p>
<p><a href="http://www.gameanim.com/2010/02/24/blogcritics-interview/"><em>Click here to view the embedded video.</em></a></p>
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<enclosure url="http://meancode.biz/bcgaming/bioware-jonathon%20cooper.mp3" length="29484586" type="audio/mpeg" />
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		<title>Mass Effect 2 Out Today</title>
		<link>http://www.gameanim.com/2010/01/26/mass-effect-2-out-today/</link>
		<comments>http://www.gameanim.com/2010/01/26/mass-effect-2-out-today/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 12:35:28 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Cutscenes]]></category>
		<category><![CDATA[Work]]></category>
		<category><![CDATA[bioware montreal]]></category>
		<category><![CDATA[cinematics]]></category>
		<category><![CDATA[launch]]></category>
		<category><![CDATA[LinkedIn]]></category>
		<category><![CDATA[mass effect 2]]></category>
		<category><![CDATA[reviews]]></category>
		<category><![CDATA[trailer]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1164</guid>
		<description><![CDATA[Today in North America &#8211; Friday in Europe. Go pick it up for Xbox or PC! This is the launch trailer, and I count some 75% of the shots here were done by the Montreal Cinematics team. So far the reviews have been overwhelmingly positive, but I still nervously await the ultimate litmus test &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>Today in North America &#8211; Friday in Europe. Go pick it up for Xbox or PC!</p>
<p><a href="http://www.gameanim.com/2010/01/26/mass-effect-2-out-today/"><em>Click here to view the embedded video.</em></a></p>
<p>This is the launch trailer, and I count some 75% of the shots here were done by the Montreal Cinematics team. So far the reviews have been <a href="http://www.metacritic.com/games/platforms/xbox360/masseffect2" target="_blank">overwhelmingly positive</a>, but I still nervously await the ultimate litmus test &#8211; <a title="lightspeedchick" href="http://www.lightspeedchick.com/uncategorized/off-to-the-pride-parade-boys/" target="_blank">the ever-critical girlfriend&#8230;</a></p>
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