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	<title>Game Anim &#187; mass effect</title>
	<atom:link href="http://www.gameanim.com/tag/mass-effect/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>
		<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>A Day In The Life of a Lead Animator</title>
		<link>http://www.gameanim.com/2009/09/09/a-day-in-the-life-of-a-lead-animator/</link>
		<comments>http://www.gameanim.com/2009/09/09/a-day-in-the-life-of-a-lead-animator/#comments</comments>
		<pubDate>Wed, 09 Sep 2009 11:59:41 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Work]]></category>
		<category><![CDATA[lead animator]]></category>
		<category><![CDATA[LinkedIn]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[typical day]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=869</guid>
		<description><![CDATA[The other week an old highschool friend of mine now residing in NY contacted me for a typical &#8220;day in the life&#8221; scenario from the games industry. While it&#8217;s not representative of my current situation, (which is virtually meeting-free), I gave him an example of the height of the end of Mass Effect 1 that [...]]]></description>
			<content:encoded><![CDATA[<p>The other week an old highschool friend of mine now residing in NY contacted me for a typical &#8220;day in the life&#8221; scenario from the games industry. While it&#8217;s not representative of my current situation, (which is virtually meeting-free), I gave him an example of the height of the end of Mass Effect 1 that you can read <a href="http://www.vault.com/wps/portal/usa/!ut/p/c5/04_SB8K8xLLM9MSSzPy8xBz9CP0os3gzQ0u_YHMPIwN_E3dHA0-LQHc3C19PA8cwI6B8JLJ8oLGLgadBsJ-vsZmpj7GPIQHd4SD78OsHyRvgAI4G-n4e-bmp-gW5EQZZJo6KANUkP_Y!/dl3/d3/L0lJSklna0tDbEVBIS9JTGpBQUF5QUJFUkNwcVlxLzRCbjR0V0F5SU1SSmtRbE1JQSEhLzZfNjE5TlM3SDIwTzRHQTBJOFFHRjhNSTBRTzEvM19DR0FINDdMMDBPMlYwMDJONVNRMFVTMzBINS83UXBZOTM2OTEwMDAxL1dDTV9HTE9CQUxfQ09OVEVYVC8lMHdwcyUwd2NtJTBjb25uZWN0JTB2YXVsdF9jb250ZW50X2xpYnJhcnklMGFydGljbGVzX3NpdGUlMGFydGljbGVzJTBkYXkraW4rdGhlK2xpZmUlMGErZGF5K2luK3RoZStsaWZlK3ZpZGVvZ2FtZStsZWFkK2FuaW1hdG9y/?WCM_GLOBAL_CONTEXT=/wps/wcm/connect/vault_content_library/articles_site/articles/day+in+the+life/a+day+in+the+life+videogame+lead+animator" target="_blank">here</a>.</p>
<p>Choice example at 1:35pm -Â  still as true as ever.</p>
]]></content:encoded>
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		<title>Introducing BioWare Montreal</title>
		<link>http://www.gameanim.com/2009/03/02/introducing-bioware-montreal/</link>
		<comments>http://www.gameanim.com/2009/03/02/introducing-bioware-montreal/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 03:04:42 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Montreal]]></category>
		<category><![CDATA[Work]]></category>
		<category><![CDATA[animator]]></category>
		<category><![CDATA[bioware]]></category>
		<category><![CDATA[career]]></category>
		<category><![CDATA[hiring]]></category>
		<category><![CDATA[jobs]]></category>
		<category><![CDATA[LinkedIn]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[mass effect 2]]></category>
		<category><![CDATA[project]]></category>
		<category><![CDATA[team]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=410</guid>
		<description><![CDATA[The keen-eyed among you may have noticed the description on the left has been somewhat cryptic for some time now, referring to my secret location&#8230; The fact is Iâ€™ve been working on a new and exciting project and team inception for the last 6 months, and with both being officially announced I can finally reveal [...]]]></description>
			<content:encoded><![CDATA[<p>The keen-eyed among you may have noticed the description on the left has been somewhat cryptic for some time now, referring to my secret location&#8230; The fact is Iâ€™ve been working on a new and exciting project and team inception for the last 6 months, and with both being officially announced I can finally reveal them respectively as <a href="http://masseffect.bioware.com/teaser/index.html" target="_blank">Mass Effect 2</a> and <a href="http://www.gamespot.com/news/6205477.html?tag=latestheadlines;title;4" target="_blank">BioWare Montreal</a>.</p>
<p><a href="http://www.gameanim.com/2009/03/02/introducing-bioware-montreal/"><em>Click here to view the embedded video.</em></a></p>
<p>Housed within the downtown <a href="http://www.eamontreal.com" target="_blank">EA Montreal</a> studio, a slowly growing team of highly talented animators and I are creating animations and cinematic cutscenes for the sequel to our 2007 project. This is a new kind of game development where we are working remotely while connected directly to the Edmonton servers and are in daily contact with the team there. This is all made possible with the help of the fantastic folks at EA Montreal with whom we share a studio space, and a dedicated support team on the Edmonton side.</p>
<p>Additionally, over half of the Montreal outfit is made up of other former Mass Effect team members having worked in the Edmonton head studio before â€“ helping to ensure that rather than just a random selection of folks under the BioWare banner, we are maintaining BioWareâ€™s culture as well as the same high standards to which we are held. This percentage is only set to increase as more and more make the transition from the main studio to this new team.</p>
<p>Now to the important part â€“ we are currently looking for one final exceptional animator to join the team, as well as environment artists and level designers. If you believe you are up to the challenge of helping create one of the most focussed and ambitious RPG sequels of all time and are looking for a new and interesting take on game development, please visit the BioWare website at <a href="http://www.bioware.com/bioware_info/jobs/" target="_blank">careers@bioware.com</a>.</p>
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		<title>AIAS 2008 Awards</title>
		<link>http://www.gameanim.com/2009/01/26/aias-2008-awards/</link>
		<comments>http://www.gameanim.com/2009/01/26/aias-2008-awards/#comments</comments>
		<pubDate>Mon, 26 Jan 2009 16:54:26 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Industry]]></category>
		<category><![CDATA[academy of interactive arts and sciences]]></category>
		<category><![CDATA[aias]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[character performance]]></category>
		<category><![CDATA[gears of war]]></category>
		<category><![CDATA[interactive achievement awards]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[prince of persia]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=389</guid>
		<description><![CDATA[It&#8217;s Oscar season. More importantly for this space however, the nominations for the 2008 Academy of Interactive Arts &#38; Sciences awards are in. Why is this relevant? Because unlike most end-of-year videogame awards these are peer-based, not to mention having two awards devoted to animation and character performance. Additionally, after missing out on Console Game [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s Oscar season. More importantly for this space however, the nominations for the 2008 <a href="http://www.interactive.org/" target="_blank">Academy of Interactive Arts &amp; Sciences</a> awards are in. Why is this relevant? Because unlike most end-of-year videogame awards these are peer-based, not to mention having two awards devoted to animation and character performance.</p>
<p>Additionally, after missing out on Console Game of The Year in 2007, Mass Effect is back in with a shot at Computer Game of The Year after the later PC release, though is once again up against some seriously tough competition. <em>(UPDATE: Though it did pick up RPG of the Year &#8211; don&#8217;t want to sound like sour grapes).</em> Congratulations this year must go to Dave for Prince of Persia and Jay and Laurent for Gears of War 2&#8242;s nominations.</p>
<p><strong>Outstanding Achievement in Animation </strong></p>
<ul>
<li>Castle Crashers &#8211; Microsoft Game Studios &#8211; The Behemoth</li>
<li>Gears of War 2 &#8211; Microsoft Game Studios &#8211; Epic Games, Inc.</li>
<li>Left 4 Dead &#8211; Valve Software &#8211; Valve Software</li>
<li>Metal Gear Solid 4: Guns of the Patriots &#8211; Konami Digital Entertainment, Inc. &#8211; Kojima Productions</li>
<li>Prince of Persia &#8211; Ubisoft &#8211; Ubisoft Montreal</li>
</ul>
<p><strong> Outstanding Character Performance</strong></p>
<ul>
<li>Gears of War 2 (Dom) &#8211; Microsoft Game Studios &#8211; Epic Games, Inc.</li>
<li>Gears of War 2 (Marcus) &#8211; Microsoft Game Studios &#8211; Epic Games, Inc.</li>
<li>LittleBigPlanet (Sackboy) &#8211; Sony Computer Entertainment America &#8211; Media Molecule</li>
<li>Metal Gear Solid 4: Guns of the Patriots (Old Snake) &#8211; Konami Digital Entertainment, Inc. &#8211; Kojima Productions</li>
<li>Tomb Raider: Underworld (Lara Croft) &#8211; Eidos/Warner Bros. Interactive &#8211; Crystal Dynamics</li>
</ul>
<p><strong>Computer Game of the Year</strong></p>
<ul>
<li>Fallout 3 &#8211; Bethesda Softworks &#8211; Bethesda Game Studios</li>
<li>Left 4 Dead &#8211; Valve Software &#8211; Valve Software</li>
<li>Mass Effect &#8211; Electronic Arts &#8211; Bioware</li>
<li>Spore &#8211; Electronic Arts &#8211; Maxis</li>
<li>World of Warcraft: Wrath of the Lich King &#8211; Blizzard Entertainment &#8211; Blizzard Entertainment</li>
</ul>
]]></content:encoded>
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		<title>Showreel 2007</title>
		<link>http://www.gameanim.com/2008/08/20/vimeo-test/</link>
		<comments>http://www.gameanim.com/2008/08/20/vimeo-test/#comments</comments>
		<pubDate>Wed, 20 Aug 2008 23:20:41 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Site]]></category>
		<category><![CDATA[Work]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[animator]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[jade empire]]></category>
		<category><![CDATA[jonathan cooper]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[showreel]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[videogame]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/08/20/vimeo-test/</guid>
		<description><![CDATA[I&#8217;ve just been messing around with the site, making it a little more easy to find the posts most interesting to developers that may find their way here and have dropped my last showreel onto the About page, so incase you missed it here it is. This is the reel I made in January/February 2007 [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve just been messing around with the site, making it a little more easy to find the posts most interesting to developers that may find their way here and have dropped my last showreel onto the <a href="http://www.gameanim.com/about/">About page,</a> so incase you missed it here it is.</p>
<p><a href="http://www.gameanim.com/2008/08/20/vimeo-test/"><em>Click here to view the embedded video.</em></a></p>
<p>This is the reel I made in January/February 2007 to land a job in Montreal so is a little dated. Featuring the second of three Commander Shepard models, (with crossed eyes no less ;-), it also contains the player navigation actions before the final level of polish, but enough excuses.</p>
<p>Continue reading for the full shot breakdown:</p>
<p><span id="more-211"></span></p>
<p><a title="Breakdown" name="Breakdown"></a>2006 | Mass Effect | E3 Bar Conversation<br />
Mocap direction<br />
Cinematography<br />
Facial/gesture system co-design<br />
Artistic vision for dialogue scenes</p>
<p>2006 | Mass Effect | Mass Effect Animation Systems<br />
Mocap direction<br />
Mocap cleanup<br />
Animation system design</p>
<p>2006 | Mass Effect | Mocap Pre/Post-Cleanup<br />
Mocap direction<br />
Mocap cleanup</p>
<p>2004 | Jade Empire | Mocap/Keyframe Cutscene<br />
Mocap cleanup<br />
Keyframe Animation<br />
Cinematography</p>
<p>2004 | Jade Empire | Keyframe Cutscene<br />
Keyframe Animation<br />
Cinematography</p>
<p>2003 | NARC | Keyframe Ingame Animation<br />
Keyframe Animation<br />
Rigging<br />
Modelling</p>
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		<title>Now in PC Flavour</title>
		<link>http://www.gameanim.com/2008/05/28/now-in-ea-flavour/</link>
		<comments>http://www.gameanim.com/2008/05/28/now-in-ea-flavour/#comments</comments>
		<pubDate>Wed, 28 May 2008 13:12:12 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Personal]]></category>
		<category><![CDATA[bioware]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[PC]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/05/28/now-in-ea-flavour/</guid>
		<description><![CDATA[Mass Effect PC is released today in North America &#8211; go pick it up! I wish I had a PC that could run it. In fact, I wish I had a PC that could at least run Battlefield 1942 :-(]]></description>
			<content:encoded><![CDATA[<p>Mass Effect PC is released today in North America &#8211; go pick it up! I wish I had a PC that could run it. In fact, I wish I had a PC that could at least run Battlefield 1942 :-(</p>
<p style="text-align: center"><a href="http://www.gameanim.com/images/posts/MassEffectPC.jpg" rel="thumbnail"><img src="http://www.gameanim.com/images/posts/MassEffectPC_th.jpg" alt="" width="480" height="270" /></a></p>
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		<title>Culprits of A Misspent Youth</title>
		<link>http://www.gameanim.com/2008/05/05/cuplrits-of-a-misspent-youth/</link>
		<comments>http://www.gameanim.com/2008/05/05/cuplrits-of-a-misspent-youth/#comments</comments>
		<pubDate>Tue, 06 May 2008 00:19:08 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Industry]]></category>
		<category><![CDATA[Observations]]></category>
		<category><![CDATA[game length]]></category>
		<category><![CDATA[mark mayerson]]></category>
		<category><![CDATA[mass effect]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/05/05/cuplrits-of-a-misspent-youth/</guid>
		<description><![CDATA[Read at Mayerson on Animation: &#8220;If you make a half hour TV show and a million people watch it, you&#8217;ve used up 500,000 hours of human life. If you make a feature and a million people watch it, you&#8217;ve used up two million hours of human life. There are only 8,760 hours in a year, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img src="http://www.gameanim.com/images/posts/Einstein.jpg" alt="" width="512" height="288" /></p>
<p>Read at <a href="http://mayersononanimation.blogspot.com/2008/05/cognitive-surplus.html" target="_blank">Mayerson on Animation:</a></p>
<blockquote><p><em>&#8220;If you make a half hour TV show and a million people watch it, you&#8217;ve used up 500,000 hours of human life. If you make a feature and a million people watch it, you&#8217;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&#8217;s life we are using up.&#8221;</em></p></blockquote>
<p>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:</p>
<ul>
<li>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&#8217;ll stick with that for now in the interests of being conservative.</li>
<li>We know that only under 20% of games are ever completed, (though I&#8217;m estimating that figure might be higher based on the targetted RPG user-base over the perhaps more impatient &#8220;Halo crowd&#8221;), plus this is a game that actively promotes muliple playthroughs. Again though, in the interests of erring on the conservative we&#8217;ll just stick to 20%.</li>
<li>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&#8217;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&#8217;ll leave them out for now).</li>
<li>20% of 1,700,000 is 340,000, multiplied by 10-15 gives a total of 3.4-5.1 million hours, or <strong>at least 388-582 years of human life spent inside the game-world.</strong></li>
</ul>
<p>That&#8217;s a shitload of time!</p>
<p>Just think what these people could have been doing to further the human race &#8211; discovering cures for cancer, solving global warming etc. Of course, there&#8217;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.</p>
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		<title>Mass Effect VFX Interview in HDRI</title>
		<link>http://www.gameanim.com/2008/04/24/mass-effect-vfx-interview-in-hdri/</link>
		<comments>http://www.gameanim.com/2008/04/24/mass-effect-vfx-interview-in-hdri/#comments</comments>
		<pubDate>Fri, 25 Apr 2008 03:25:17 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[HDRI]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[magazine]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[shareef shanawany]]></category>
		<category><![CDATA[visual effects]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2008/04/24/mass-effect-vfx-interview-in-hdri/</guid>
		<description><![CDATA[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&#8217;ve always thought Mass [...]]]></description>
			<content:encoded><![CDATA[<p>The latest edition of HDRI Magazine has a front-page article on an <a href="http://www.hdri3d.com/issues/h19.htm" target="_blank">interview with Shareef Shanawany</a>, 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.</p>
<p style="text-align: center"><img src="http://www.gameanim.com/images/posts/HDRI.jpg" alt="" /></p>
<p>I&#8217;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&#8242;s default at the time). And if I wouldn&#8217;t love to make a game locked at 24fps with motion blur.</p>
<p>As far as I&#8217;m aware, this is the first time they&#8217;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 (<em>and to a degree, post</em>) production ;-)</p>
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		<title>GameAnim 3.0 &#8211; Coming Out</title>
		<link>http://www.gameanim.com/2007/05/10/gameanim-30/</link>
		<comments>http://www.gameanim.com/2007/05/10/gameanim-30/#comments</comments>
		<pubDate>Thu, 10 May 2007 16:47:16 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Personal]]></category>
		<category><![CDATA[Site]]></category>
		<category><![CDATA[bioware]]></category>
		<category><![CDATA[jonathan cooper]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[Montreal]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/2007/05/10/gameanim-30/</guid>
		<description><![CDATA[So, the third major overhaul to this site arrives today, along with something of a change of delivery. New Look The first and most obvious change is visual. This was inspired by the upcoming Apple iPhone, and the entire site has been formatted to work with the dimensions of the screen based on the initial [...]]]></description>
			<content:encoded><![CDATA[<p>So, the third major overhaul to this site arrives today, along with something of a change of delivery.</p>
<h3>New Look</h3>
<p>The first and most obvious change is visual. This was inspired by the upcoming Apple <a href="http://www.apple.com/iphone/technology/specs.html" target="_blank">iPhone</a>, and the entire site has been formatted to work with the dimensions of the screen based on the initial movies and specs found on this site. Whether the thing takes off or not, I&#8217;m sure you&#8217;ll agree that everything is much more legible and easier to naviagte now.</p>
<h3>New Database</h3>
<p>The entire site has been migrated over to a <a href="http://wordpress.org/" target="_blank">wordpress</a>-powered blog, with the main reason of the database functionality allowing for much easier cataloging. Previously, gameanim.com was created by hand in Dreamweaver, with all links and media updated by hand &#8211; which began to be such a pain in the ass that updates were difficult when I was busy elsewhere.</p>
<h3>Coming Out</h3>
<p>The second major change, (and one from which there is no turning back, based on the consistent hits from whois.com every month), is as you may have just noticed, I&#8217;m no longer writing in the third-person. This was always an admittedly cowardly approach to writing by hiding behind a pseudonym, which was mostly serving to provide a critical commentary on industry and animation free from any attachment to employers&#8217; public image, (though the footer below still stands). The reason for this change of heart is twofold. Firstly, to change the emphasis of this site away from humorously poking fun at amateurs via &#8220;Bad Walkcycles&#8221;, and secondly: see below&#8230;</p>
<p style="text-align: center"><img src="http://www.gameanim.com/images/posts/MassEffect.jpg"></p>
<h3>Change of Scenery</h3>
<p>I&#8217;ve had several overhauls in my life recently, moving away from my previous job as Lead Animator on BioWare&#8217;s <a href="http://masseffect.bioware.com/" target="_blank">Mass Effect</a> in Edmonton, Alberta, and moved to the opposite side of Canada to live with my girlfriend, <a href="http://www.lightspeedchick.com/" target="_blank">Marie-Jo</a>, in Montreal. We had been doing the long-distance relationship thing for almost a year while awaiting the finishing of the Mass Effect project, and as soon as the animation was in a state fit to leave, I did.</p>
<p>Aside from freeing me up to write about more personal thoughts and events in my life from here-on in, I&#8217;m hoping that sharing what work I actually have done should give the game animation-related opinions expressed on these pages a little more weight. Please check the About  section for the full rundown on who I am and what I do.</p>
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