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3月7日

Adapting Digital Cinematography Techniques for Game Development

this sessions is with Jerry O'Flaherty, the art directory at Epic Games. 

  • Making/Faking film lookin in-game, orhow i use what I learned in fiilm school every day at work.
  • f-stops to blooming.  knowing what causes effects in film will help crecreate them propertly.

How many people go into a performance.

  1. Voice Actor
  2. Facial Acting
  3. Body Mocap
  4. Writers
  5. Animators
  6. Modelers
  7. Skinners

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.

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