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Videodiario "Anatomy of a Scene: Interrogation" per Detroit: Become Human.
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00:00PEGI 18
00:12So here we are in this interrogation scene
00:15So it's important to know that this is a scene that you may see or totally miss
00:20Depending on how you play the previous scene
00:22And for me this was the longest series of options
00:26Obviously there's so many dialogue choices so that we would record them in sequence
00:29Depending on what the player would choose
00:30Yeah and I remember it was one of the very first scenes that we shot
00:34We shot Hostage first
00:36And then we shot The Attic, the conclusion in the previous scene
00:40And then we shoot this one
00:43It's been quite a very challenging shooting for all actors
00:47For you first because there was a lot of lines as you said
00:49Also for Cornelius because he had to express something without saying much at the beginning
00:54And then he has more to say
00:56For me one of the more difficult things Cornelius is such a powerful actor
01:00That I had a hard time not having an emotional response to what he was doing
01:03Because Connor of course doesn't feel for him at all
01:06But it's very difficult to not be empathetic to what Cornelius was doing in the scene
01:11Yeah and here we see Connor trying different tactics
01:15Trying to find a way to make him talk
01:17But Cornelius wouldn't say anything
01:19So you try the nice way, you try the hard way
01:22And of course this is the player choosing
01:25Right
01:27And here when we filmed this there was
01:28The set was a mesh table
01:31Yep
01:32So they could see the markers through the table
01:34Yep
01:34His handcuffs were a piece of very soft rope
01:37So that we had nothing reflective to mess with the markers
01:41There was of course lines on the ground that would tell us where the doors were
01:45Where the mirror is, where we would look through and talk to Hank and the other detectives in the other
01:50room
01:51And another thing we had to do was reset always the physicality
01:55So that depending on what the player's choice would be
01:57Connor had to return to a neutral position
01:59So that it would have a continuity between
02:02So we would have each choice
02:05And then the choice would kind of resolve to Connor's android listening position
02:09Yeah and maybe we need to explain how we shoot this
02:11Because it was a real challenge for you and all actors
02:14I mean as we have different choices and dialogues
02:17Of course the actor needs to shoot all lines in a row
02:21Even if there is no continuity, direct continuity
02:23Because the player can only pick up one of the many choices
02:26So I don't know how you do to remember all these things
02:29But you did
02:31Repetition
02:32Over and over and over again
02:34Yeah you came so prepared
02:35I mean for this
02:36It was really, really impressive
02:37I didn't want to let you down David
02:39No that's true, but I remember when you arrived with your notebook
02:42Yeah
02:43Where you had all the charts and diagrams and stuff
02:45And I didn't have a clue what it meant
02:47But it seemed to mean something to you
02:49Perhaps Deckard means to make charts
02:52But it worked
02:52It worked, it worked
02:55It worked
02:55It's easier to memorize things for me visually
02:57If you assign it to something visual
02:59Oh that's the hard way
03:01You know the markers, the cameras in the background remind me of the infrared cameras on there
03:05Yeah true
03:05Performance capture
03:06Is that an inspiration directly or has this happened?
03:09I don't know, it just happened I think
03:11I mean this is a big opportunity for the player to determine how they're going to start to interact with
03:17the androids
03:18I mean your behavior in this scene might be a good precursor to the rest of the game
03:24Yeah and it's a nice way for the player to create the characterization of Connor
03:28What kind of Connor does he want?
03:29Does he want someone who is very manipulative and very nice or very hard?
03:34I mean what version of Connor is that?
03:36And what was nice in the writing was also to have very different emotions and have Connor switching from one
03:42intention to another
03:43Right
03:43Because he doesn't really feel these emotions, just fake them
03:46Right
03:46So it's like he can switch very quickly from being nice to being rude
03:50Exactly
03:51And the stronger those choices we made on set, the more impactful making
03:56Is impactful a word?
03:57Yeah
03:58The more impact the player has when they make a choice
04:01There's more of a direction happening
04:02Yeah and for a scene like this if I remember well it took us what, two days?
04:06Yeah we shot this scene over two days
04:07This was a long scene to shoot
04:09Yeah it's funny because the scene, the final scene is what, 15 minutes something
04:12And it took us two days to shoot the whole thing
04:16One of my favorite things in video games is when you're designing your character
04:21In a lot of games at the top of the game before you play anything
04:23You can choose their hair, you can choose their weapons, you can build your character
04:27And I think what's cool about this game is you take that element
04:30And you bring it over the entire script so that in a very intimate way
04:35You're determining not just what does this character look like, what weapons do they have
04:39But what kind of a character does this character have, which I think is cool
04:44So we, regarding cinematography we worked quite closely to the characters
04:49And as the tension grows we get closer and closer
04:52It was nice to play with the mirrors, the mirror in the back
04:55Yeah the amount of detail is incredible, I mean this blew me away
04:58I saw a screenshot of Cornelius' character that they release
05:01And I mean the facial animation team did an amazing job, it's very cool
05:05Yeah, yeah, they did
05:05This android doesn't even have a name because his owner didn't see a person in him
05:12And just treated him as an object
05:14One of the many challenges that I have as a writer is really to write characters that will be consistent
05:21In their characterization while offering options to the player to play with the characterization
05:27And give their own version of Connor
05:30And that's a fascinating part of the work but it's also a very challenging one
05:35You don't want to offer any option that would break the characterization of a character
05:40But at the same time you need to offer enough options to the player so he feels that he can
05:43really contribute
05:44Yeah, well that's what I was doing with mapping it out
05:47So that, you know, traditionally you have a beginning, a middle, and an end
05:50So that you know, even if you film out of order, where the character is in their own journey
05:55But here we have no control over how the player chooses to express Connor
05:59So the thing, the way I imagined it was layers of, in Photoshop, layers
06:05Or in transparencies on an old school overhead
06:08So that in one scene, if he's this color Connor
06:11And in the next scene, he's this color Connor
06:12Then as the light shines through it, depending on how you've played
06:15You might end up with a most green Connor or a most red Connor
06:19I felt that was very useful to you
06:22Because we need to explain that we didn't shoot in chronological order
06:26Not at all
06:27So we had to jump a little bit for production reasons
06:30Right
06:31For example, if I remember well, all the scenes with Clancy Brown were shot in a row
06:35Right
06:36So we had to play with chronology a little bit
06:39And it's true that for a character like Connor, who evolves a lot
06:43And has a real arc
06:45It was very useful to know where we were in the arc
06:47So I felt this part of your work was very, very useful
06:51Cool, good
06:52I'm glad
06:55Yeah, this scene in particular was quite complex to write and to shoot
06:58Yeah
06:59I think it was a real challenge for both actors
07:04Well, this is where Connor is using most of his protocol to deal with the different tactics that he might
07:09choose
07:09Because, you know, of course we have the investigation and looking for clues
07:14The, you know, the staying on the mission element is present in all of the scenes
07:18But in this scene we get to really go into the minutiae of the interpersonal skills that will be programmed
07:23into
07:24So this part was a nightmare to shoot because we had all actors on set at the same time
07:29Because they were all interacting together
07:31Right
07:31So we had five in a small environment
07:35And with a lot of contacts and Cornelius trying to fight and defend himself
07:41So
07:42And there are many different outcomes to this scene too
07:44Yeah, I mean
07:44Absolutely
07:45The player is interacting even with these guys after the interrogation is over
07:50It can go a number of different ways
07:51Right
07:51And shooting all the versions, all the permutations of the endings was some work
07:56Yeah
07:57I don't think there is a good ending or a bad ending to this
08:00It's like the rest of the game
08:02There are just different versions of the scene telling you a different thing
08:05Right
08:05And I think this is one of the earliest opportunities in the game for the player to be rewarded for
08:10their empathetic tendencies
08:13Yeah
08:13I don't know if we can include that
08:15Absolutely
08:15But it is a bit of a foreshadowing of the kinds of decisions you are going to have to make
08:20with Connor the rest of the game
08:21Absolutely
08:21I remember during the play test we were filming the face of the people playing it as they were playing
08:27It was funny to see their face if you get killed
08:30Yeah, I wish people would keep Connor alive
08:32I wish
08:33I mean they have a good reason to do so because it may have an impact on the story
08:37Right
08:39Maybe
08:39I mean this was to me this was like a dream come true man
08:42I
08:44Before we even met for the very first audition a long long long time ago
08:47I was thinking for myself what kind of work do I really want to do
08:50And when I imagine performance capture and the work of Andy Serkis and other actors like him
08:55This was something that I sort of dreamed might happen
08:59And then when the audition came through and then it just so happened to also be set in Detroit
09:03Which was personally very cool to me
09:06I don't know if somebody else designed this moment
09:08But I feel very much like this project was meant to be for the two of us to cross paths
09:14Yeah, from my perspective you know that you had the right cast when you can't imagine any other actor in
09:20the part
09:21And for me Connor, you are Connor and I can't imagine anyone else playing this part
09:26So I think it was a pretty good cast
09:32For the players
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