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. '"
Setting the scene or the tone for something is easy.
You have a couple of shiny eye-candy "hero shots", maybe introduce the opening of the storyline.
That's the easy part. Tons of shitty movies are able to put together a pretty awesome looking trailer.
Putting together enough complexity, story telling and depth to carry an entire movie is a whole different kettle of fish.
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 :(
www.GrenadeHop.com
Am I the only one who could care less about cinematics in video games?
Any time I am playing a game and a cut scene occurs, all it does is remove me from the game play, and I just find the "skip" button as quickly as possible.
When I am playing a game, I want it to be interactive. I want control, I want to act as the character. Cut scenes and cinematics totally detract from that - they take me out to a third person view they act like the "third wall" still exists, when in the rest of the game, it does not exist.
At the end of it - if I wanted to watch a film, that is what I would be doing, not playing a video game.
I wish all of these cut scenes and cinematics were just add-ons later or dropped; imagine how much quicker a game could be released if so much time and money was not invested in this.