Speaking With the Blizzard Cinematics Team
TheFrunj writes "Blizzard's games, such as World of Warcraft and StarCraft, are perhaps known for their breathtaking cinematics as much as for their gameplay. The process behind these cinematics is complex, involving an entire modeling and coding team — they even needed to make their own physics engine! AtomicMPC has the full story behind these incredible videos. Quoting: 'Storyboards become animated storyboards (thanks to a storyboard team who are also trained animators) complete with temporary music to help set the tone and get the pacing right. Then the animators and modeling team get involved, creating a rough 3D version of the final animation. While the modeling team works on characters and environments, the animators work with very low polygon characters and as the models are refined and updated the animations are refined. This is also where production technicians get involved, supporting the more technical developments like hair and skeletal systems for the characters. And then the effects team kicks into gear. '"
It's amazing how the high quality of Blizzard games is instantly noticed. I remember back in 2001 when I was amazed by the cinematics of Diablo 2. When I was at my friends house watching the Diablo 2 intro, I said "that's high quality texture!" "What?" he said. That was in Syria, right next to Iraq. I wonder how many Iraqi's have played Blizzard games before.
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As a compositor, it's probably just me, but it seems like every article on post production effects (for movies, games, commercials, etc) spends so much time on modeling, effects and lighting that by the time the writer has hit the compositing part of the pipeline they've- oops! run out of time.
There are fantastic modelers, trackers, texture artists, lighters etc in the pipeline, but here's the thing- all of us share the burden of producing a good looking shot equally.
Without a good model, no amount of work by the texture artist lighter and compositor can make the shot look good. Without good texture art, the lighter will never get good light play off the model. Without good lighting, the compositor's workload increases 100 times as he now has to "fake" lighting and shadows in 2d. Without good compositing, excellent lighting, modeling and texturing will still scream CG to any audience.
Personally, I find it very cool to be at the end of the pipeline- things come to me and I get to throw them into the pot; stir and make the entire shot come together. I feel bad for the modelers and animators who don't get to see their final product- what I send to the client is what I see on the big screen in another month.
Of course, being at the end of the pipeline would be cooler if all the magazine editors didn't run out of space at the end of the article :(
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The "crappy prerendered cutscenes" are what we are discussing, and do "count," as those are considered the "cinematic" portion of the game.
Yeah, if only they were working on a WoW movie...
I also hear there's another movie called "Wh*res of Warcraft" if that's more what you're looking for. More like a naked blood elf chick dancing on a letterbox and less like an epic world in conflict though.
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Am I the only one who could care less about cinematics in video games?
No, but you are in the minority. Many people are very fond of video game cinematics.
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