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	<title>Game Anim &#187; gta4</title>
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	<link>http://www.gameanim.com</link>
	<description>Jonathan Cooper : Videogame Animation Director</description>
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		<title>Naturalmotion&#8217;s Backbreaker</title>
		<link>http://www.gameanim.com/2010/05/23/naturalmotions-backbreaker/</link>
		<comments>http://www.gameanim.com/2010/05/23/naturalmotions-backbreaker/#comments</comments>
		<pubDate>Mon, 24 May 2010 00:48:01 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[backbreaker]]></category>
		<category><![CDATA[euphoria]]></category>
		<category><![CDATA[gta4]]></category>
		<category><![CDATA[naturalmotion]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[red dead redemption]]></category>
		<category><![CDATA[red ring]]></category>
		<category><![CDATA[red ring of death]]></category>
		<category><![CDATA[rockstar]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1475</guid>
		<description><![CDATA[I just got my second Xbox Red Ring, leaving me out of the Read Dead Redemption multiplayer action for the foreseeable future. Given that I got the first one as soon as I stuck Rockstar&#8217;s last opus GTA4 in the tray I&#8217;m wondering if they&#8217;re overclocking the console in a similar manner to which Chains [...]]]></description>
			<content:encoded><![CDATA[<p>I just got my <a href="http://www.gameanim.com/2008/05/02/grand-theft-euphoria/" target="_self">second Xbox Red Ring</a>, leaving me out of the Read Dead Redemption multiplayer action for the foreseeable future. Given that I got the first one as soon as I stuck Rockstar&#8217;s last opus GTA4 in the tray I&#8217;m wondering if they&#8217;re overclocking the console in a similar manner to which Chains of Olympus did on the PSP. Is this even possible via software?</p>
<p><a href="http://www.gameanim.com/2010/05/23/naturalmotions-backbreaker/"><em>Click here to view the embedded video.</em></a></p>
<p>That old post reminds me that Rockstar are still one of the few developers that have fully adopted Naturalmotion&#8217;s behavioural physics-based Euphoria, (most likely due to NM&#8217;s stipulation of inserting their own guys onto your team), leading to some unresponsive controls which are thankfully greatly decreased in the recent cowboy offering. The big sell will undoubtedly be their soon-to-be-released &#8220;Backbreaker&#8221; above, featuring character-on-character interactions as a centrepiece.</p>
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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>Sign Of The Times</title>
		<link>http://www.gameanim.com/2009/01/11/sign-of-the-times/</link>
		<comments>http://www.gameanim.com/2009/01/11/sign-of-the-times/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 01:54:33 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Film Animation]]></category>
		<category><![CDATA[Game Industry]]></category>
		<category><![CDATA[best animated feature]]></category>
		<category><![CDATA[bolt]]></category>
		<category><![CDATA[golden globes]]></category>
		<category><![CDATA[grand theft auto]]></category>
		<category><![CDATA[gta4]]></category>
		<category><![CDATA[kung fu panda]]></category>
		<category><![CDATA[wall-e]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=345</guid>
		<description><![CDATA[Just watching the Golden Globes awards there, and the Best Animated Feature award was announced with the preface that the nominees&#8217;, (Wall-E, Bolt and Kung Fu Panda), collective box-office income amounted to the impressive half-billion dollars. That&#8217;s the same sum GTA4 took in just its first week &#8211; I guess kids just don&#8217;t have that [...]]]></description>
			<content:encoded><![CDATA[<p>Just watching the Golden Globes awards there, and the Best Animated Feature award was announced with the preface that the nominees&#8217;, (Wall-E, Bolt and Kung Fu Panda), collective box-office income amounted to the impressive half-billion dollars. That&#8217;s the same sum GTA4 took in just its first week &#8211; I guess kids just don&#8217;t have that much money any more.</p>
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		<title>Voicing Complaints</title>
		<link>http://www.gameanim.com/2008/05/24/voicing-complaints/</link>
		<comments>http://www.gameanim.com/2008/05/24/voicing-complaints/#comments</comments>
		<pubDate>Sat, 24 May 2008 11:53:25 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Industry]]></category>
		<category><![CDATA[Observations]]></category>
		<category><![CDATA[edge]]></category>
		<category><![CDATA[grand theft auto 4]]></category>
		<category><![CDATA[gta4]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[michael hollick]]></category>
		<category><![CDATA[new york times]]></category>
		<category><![CDATA[nico bellic]]></category>
		<category><![CDATA[ray liotta]]></category>
		<category><![CDATA[sam houser]]></category>
		<category><![CDATA[vice city]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/05/24/voicing-complaints/</guid>
		<description><![CDATA[Three years ago, when I first began this site, I posted this about voice actors complaining over the videogame industry&#8217;s position of not providing the same financial rewards as other more traditional media given their percieved profits &#8211; most notably residuals, (an ongoing stream of payments for the completion of past achievements). Since then, I&#8217;ve [...]]]></description>
			<content:encoded><![CDATA[<p>Three years ago, when I first began this site, I posted <a href="http://www.gameanim.com/2005/06/23/sagreed/">this</a> about voice actors complaining over the videogame industry&#8217;s position of not providing the same financial rewards as other more traditional media given their percieved profits &#8211; most notably residuals, (an ongoing stream of payments for the completion of past achievements). Since then, I&#8217;ve not only worked on more than a couple of projects with a heavy focus on high-quality voice acting, but also directed motion-capture actors in hollywood. This has given me a better appreciation of the artform and of the difference that a real talent can bring to a performance.</p>
<p>Nevertheless, I still got really mad at <a href="http://www.nytimes.com/2008/05/21/arts/television/21gta.html" target="_blank">this recent interview in The New York Times</a> with Michael Hollick, voice (sometimes mocap &#8211; though if all the actions in the game are done by one guy I&#8217;d be surprised) actor employed to breathe life into the main protagonist of the recent hit GTA4, Nico Bellic.</p>
<p style="text-align: center"><img src="http://www.gameanim.com/images/posts/NicoBellic.jpg" alt="" width="512" height="288" /></p>
<p>Mr. Hollick is understandably upset about the fuzziness of his contract that, unlike those offered in the mediums of film, television or radio, does not offer him pay whenever his contribution is featured in promotional materials, and perhaps that should have been made more clear to him. However, if he or any other voice actor believes that the work he provides is IN ANY WAY comparable to the years of intensive creative labour, off-hours problem-solving, and let&#8217;s not forget, unpaid overtime by the hundreds of talented developers at any given game studio then he is very, very mislead. I wholeheartedly agree with the below statement from the piece:</p>
<blockquote><p>The actor whose appearance or voice is used is more analogous to a session music for a band. The session musicians donâ€™t get residuals on the sales of the CD. They get paid a session fee.&#8221; &#8211; Ezra J. Doner, a former Hollywood executive who represents entertainment companies as a lawyer at Herrick, Feinstein in Manhattan, N.Y.</p></blockquote>
<p>Funnily, an interview in the April issue of EDGE magazine sees series creator Sam Houser talk of Ray Liotta&#8217;s similar comments following the huge success of GTA Vice City:</p>
<blockquote><p>&#8230;I hate that kind of chat. It&#8217;s like, be cool. You know? I hate that &#8211; it&#8217;s so cheesy. Like he&#8217;s saying, &#8220;Next time I&#8217;m really going to pin it to them&#8221;. Well, how about we just killed off your character? So he doesn&#8217;t exist &#8211; there is no next time. That&#8217;s how we handle that.</p></blockquote>
<p>No more Nico Bellic then.</p>
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		<title>Grand Theft Euphoria</title>
		<link>http://www.gameanim.com/2008/05/02/grand-theft-euphoria/</link>
		<comments>http://www.gameanim.com/2008/05/02/grand-theft-euphoria/#comments</comments>
		<pubDate>Fri, 02 May 2008 12:44:17 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[euphoria]]></category>
		<category><![CDATA[grand theft auto 4]]></category>
		<category><![CDATA[gta4]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[naturalmotion]]></category>
		<category><![CDATA[red ring of death]]></category>
		<category><![CDATA[rrod]]></category>
		<category><![CDATA[xbox]]></category>
		<category><![CDATA[xbox360]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/05/02/grand-theft-euphoria/</guid>
		<description><![CDATA[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&#8217;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. [...]]]></description>
			<content:encoded><![CDATA[<p>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&#8217;s behavioural/physics-based Euphoria middleware in the recently released GTA4.</p>
<p>However, I was one of the <a href="http://kotaku.com/385073/wait-gta-iv-is-locking-up" target="_blank">unlucky few whose copy would invariably freeze</a> 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 <a href="http://www.gameanim.com/2007/06/26/red-ring/" target="_self">Red Ring of Death</a>, (much too close to be a coincidence), so it looks like I won&#8217;t be playing any games for the foreseeable future &#8211; cheers Rockstar, cheers Bill.</p>
<p><a href="http://www.gameanim.com/2008/05/02/grand-theft-euphoria/"><em>Click here to view the embedded video.</em></a></p>
<p>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 &#8211; something to be expected of any move towards visual fidelity.</p>
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