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3月7日 Adapting Digital Cinematography Techniques for Game Developmentthis sessions is with Jerry O'Flaherty, the art directory at Epic Games.
How many people go into a performance.
Why do we care? Technique aside keeping the viewer interested and entertained is key. the Story has to be rock solid or all of this stuff doesn't matter. Life cycle of a cut scene From the page: Beyond talking head. There's nothing woring with talking heads but... Doesn't like having characters just talking for talking, and with Gears they made a point to keep things interesting with the game.Game cinematics are often the exposition between the action. they are meant to inform the player but can easily become scenes the character stahdning. They show off a demo of a mocap session with the end product but also having a mocap node on the hand help camera, to give it a much more natural look and feel. Blocking out the scenes. Having long cinematics need something to keep them interesting, either in the camera movement or change of location. Gears didn't do any storyboards at all. Jerry looked at more like a flim, and just had an idea and blocked out the acting in mocap. In mocap, Jerry would speak all the lines and allow the mocap actors to deal with just their body movement. Directing the scene. 40% camera captured and the rest being hand keyed. User has total control over post processing of the camera. So DOF, saturation, bloom, motion blur, exposure, and others. 引用通告此內容的引用通告是: http://shinyidol.spaces.live.com/blog/cns!3323B4AFE60951C5!173.trak 引述這則內容的部落格
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