Next Generation Game.
Collin Graham. Ubisoft Montreal.
"Are we ready for next generation software/ consoles?"
PS2 allowed games to render more detail - more power.
What does it mean to be next gen? More memory.
Why memory matters. Games consoles dont have much memory, so the amount of data of games must be compressed to fit.
Less memory = more compressions = reduced quality. (Characters can't interact with the scene... eg a character in prison can't touch the bars, just has to wander back and forth inside the cell.)
More memory = More space for variety of animation. Less compression - better animation quality.
This means more animation needed, but on the same budget.
10-20 animators more, not including scriptwriters etc.
Budgets will go up.. will need to spend $200 million on one game. If one company does it, everyone else will need to follow suit to stay competitive.
WATCHDOGS.
4000+ animations on Aiden Pearce alone - Half for cover system.
4000+ animations on enemy AI.
5000+ on living city.
Ubisoft Montreal = 3000+ employees.
>>Assains Creed, Far Cry, Watchdogs etc.
>>Motion capture studio in Montreal.
Watchdogs/ Project Nexus. Watchdogs is a new IP.
Initial core team comes from Far Cry 2 and Naruto.
Initial gameplay focused on driving, running and shooting... Breakthrough idea was to include hacking.
E3 2012 demo.
This helped finalise the look for Aiden Pearce.
>>Hacking gameplay.
>>Clothing.
>>Movement.
>>Weapons and tactics.
>>Living city of Chicago.
Sebastien Rouleau - Stunt man - Provided reference for Aiden.
>>Natural and Athletic.
>>Parkour/ Police man in real life.
>>Inexperienced at Motion Capture.
>>Member of 'Fast Motion'.
Two refence guys were used.. one who had the experience with working in motion capture and one who had the right look for the character.
Actor defined posing - must be natural for the actor to have a great performance. Consider how the actor moves in and out of poses.
Iconic style for the main character. Hands in pockets - Hard to do, fingers cut off inside pockets so that they don't poke through the material.
T-Bone (secondary character)
Little cheats to stop things going through walls etc. Backpack moves over when in crouching position by the wall to stop the backpack going into or through the wall.
Crowbar scaled down when it's on his back.
Living City
>> Gameplay, hacking and criminal scenarios.
>>Realistic characters in the background. They interact with the scene and behave realistically. - Drunk, throwing things away, sneezing etc.
Aiden Pearce can read texts and emails withing the city/ game to find out secrets and to help victims. - VIGILANTE.
Each individual crime has a backstory and the criminals have moments of realisation before running away.
Each living city animation is treated like it's own story.
How to fill extra memory and save team size.
>>Focus on time waste and inefficiency.
>>More powerful tools.
>>Better source data.
>>'Lean' approach to animation.
Many of the animators have a background in key frame animation but the animators at ubisoft are now more focused on a realistic style. 100% motion capture animation.
Good quality motion capture data set to animators, not bad quality for animators to clean up. Costsmore but better quality animations. MOTION BUILDER SOFTWARE.
Optical Tracking.
>markers. Actor Tool.
>represents actors Characterisation.
height and body >Characters Retargeting.
shape skeleton. >Fitting the skeleton
to the characters shape.
Pivot points - very important. If they are off, characters will end up with chicken necks and short bones.
Outsourcing things to India or China to get it exactly how the motion capture depicts.
Animators direct actors.
>>Many of their animators/ motion editors are great key fram animators.
>>Collaborative approach to directions.
>>Gameplay animators are responsible for whole systems.
>>The direction comes together on the shoot floor.
>>Animators have ownership ownership and contribute actively to the directions for movement.
The industry is starting to produce Animation Assembly tools aimed at animator. This would mean more control and more decisions.
Animators design gameplay. Gameplay animators need to understand game design.
>>All the speed and responsiveness of animation is determined by the animators, not game designers.
>>Game designers can't change speed and responsiveness of animations.
New Gen.
>>Animation memory won't be such a limiting issue.
>>More efficient pipelines are necessary.
>>Animators will have new opportunities to be creative.
Where do you need to be in 5 years? Keep looking forward.
Reference/ Research books.
The art of innovation - Tom Kelley
Game Feel - Steve Swink. (12 principles of game)
Blink - Malcom Gladwell.
Impro - Keith Johnstone.