Your partner at Quantic Dream, Guillaume de Fondaumière, has said that this is the biggest motion-capture project attempted in a game to date – what are the implications of this from a development perspective?
We bought our in-house mo-cap system in 2000 and we’ve had a full-time team working with it since then. We developed proprietary technologies, tools and pipelines to produce high-quality data in a very limited time frame. Heavy Rain was more than 170 days of shooting with more than 70 actors and stuntmen, plus 60 days and 50 actors for facial animations. We recreated most props on the set to allow actors to know what’s around them and to have the right contacts with their environments.