00:01To make a great action sequence, you have to start with a great story sequence.
00:08An action sequence can be fun to watch, but unless you're invested in this character and what they're trying to
00:15do, it doesn't mean much.
00:17One of the things I really like about Marvel Comics is when you look at a panel, the characters really
00:21pop.
00:21You can always see the characters, you know what they're doing.
00:23When we were building out the RAS sequence for our E3 demo, we actually went in and we talked with
00:28Insomniac a lot about how we could exactly position the villains so we would almost see like these images that
00:34flash panels from the comics themselves.
00:36We wanted to try and get that same angle and same framework into these scenes.
00:40We don't actually do storyboards. We actually do a 3D previs. I'm talking about previsualization in 3D.
00:47The entire file will actually look like what you see in the final product, but it's all grayscale.
00:52And then the animators just do temp animations to block out all the scenes, block out the cameras, and then
00:57set up the flow of the actual combat.
00:59And once we agree upon what we're going to do, we then go to the mocap stage and shoot it.
01:04To achieve both Spider-Man's motion and some of the other more stylized or superhero characters, we drew from everything
01:10possible.
01:11Right off the bat, we looked at parkour. We looked at gymnasts. We actually got amazing things out of our
01:17stunt people.
01:18A lot of wonderful things just sort of bloomed from blue sky thinking on a stage with a stunt person.
01:24What's interesting about working on this project is that there's a lot of different characters.
01:27So for example, we have a flying enemy like Vulture. We have a giant lumbering enemy like Rhino.
01:32Or we even have enemies with superpowers like Electro.
01:34So we actually have to consider each of the villains as if it's its own main character.
01:38So we have to think about the look, the effect, and even how that character moves.
01:42How do you like my new suit?
01:45Dashing. Where'd you get it?
01:47It's an exclusive club.
01:49If it looks good when it's really rudimentary, once all has the bells and whistles of like finished models and
01:55lighting and audio and effects, that's just icing the cake.
01:58We actually spend a lot of time making sure that all the surfaces look really wet.
02:01You can see at certain times when you look at the character really closely that there's actually water dripping down
02:06their masks or their faces.
02:07And I felt that that was really important to really nail the emotion we're trying to get.
02:11There's a sort of gut feeling that it hits your stomach when you have your hands on the sticks and
02:15you're playing and you're swinging around.
02:16And you almost get this moment where you're just in this state where you're just purely interacting with that world
02:22where you're like, alright, they made a great game.
02:24And that's sort of where I've been at, you know, since probably a couple months now.
02:28And I'm really, really excited to get this out into the world and see how people react.
02:31I'm really excited to get this out into the world and see how people react.
02:37I'm really excited to get this out into the world and see how people react.
02:38Thank you.
02:38Thank you.
02:39Grazie.
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