Session Name: | Directed Generation: Procedural and Placeholder Content in BioWare Cinematics |
Speaker(s): | Jonathan Perry |
Company Name(s): | BioWare |
Track / Format: | Design |
Overview: | BioWare uses performance capture for many cutscenes, but has also developed tools to facilitate the rapid creation of the other 30+ hours of branching cinematic content. Cinematic content, including camera work, character poses, gestures, voice-over, and facial animation can be procedurally generated at moderate, but shippable quality, with a small amount of setup. The intent is not to actually ship this content, but to get cinematic and interactive narrative content to a playable state in very early stages of production. This content can then be iterated on and customized as time allows, taking key scenes to a higher cinematic quality. |