00:05Al UBT
00:21Albini
00:22create the characters in an IP and a story
00:24is one thing,
00:24but bring them to life is everything.
00:27If they don't come to life,
00:27it doesn't really matter how much you write.
00:29e questo è il equilibrio di avere una storia di raccogliere e un caratteristico.
00:34Quando pensi di sviluppo di videogame,
00:36il design non è necessario di pensare di chiara e di attività,
00:39ma noi stiamo imparando i nostri designeri ogni giorno
00:41che pensi di pensare questo perché è venuto.
00:43Anche se stiamo in un scenario per ragazzo di gameplay,
00:46vogliamo assicurare che tutti questi momenti
00:49contribuiscono a quelli dei caratteristici.
00:51Inizialmente, abbiamo cominciato con l'architettivo
00:53di quello che vogliamo con la caratteristica e personale.
00:57Il primo caratteristico che abbiamo fatto era Galahad
01:00come più l'hiero d'arco in la trench coat.
01:03Abbiamo voglia di avere un riggedo, battle-hardened warrior
01:07ma anche avere una sensazione di tridimensionale per il caratteristico.
01:12Sir Galahad, questa cosa non è ancora finita.
01:15Non si può essere sicuro.
01:17Galahad è il knight che ha vivuto long enough
01:20per capire la vita, per capire le relazioni e tutto questo,
01:24ma anche diventata in molte volte.
01:27Il ha creato una città.
01:28Il ha creato una città.
01:30Non città, signore.
01:32Un uomo non può combattere.
01:34Non combattere gli uomini, Marquis.
01:36Galahad è un po' più serio.
01:38Lafayette, è nuovo, è più grande.
01:40Quindi c'è un po' più eagerezza.
01:41È un po' più riscattante.
01:43Un uomo è un po' più riscattante.
01:43Un uomo è un po' più importante.
01:45Il vive la libertà!
01:46È un po' più moderno.
01:48È un po' più moderno.
01:50È un po' più levity.
01:51Ma per la situazione.
01:51Ma per tutto il suo joviale,
01:53ha anche livedo due walls
01:54che ha prodotto lui in questo position
01:56più di più di nessuno.
01:58È un po' più cento anni.
01:59Come l'apprentice, training knight,
02:02voglio un contrasto con lui
02:04e gli più seasoned knights in order.
02:07Do you trust anyone, mon generale?
02:09Never accepte.
02:11Always questione.
02:11Sébastien Mallory è uno dei elder knights.
02:14Ha livedo long enough
02:15che ha visto molto più
02:16più di nessuno, praticamente.
02:18E quindi ha un poise
02:20e una sensazione
02:21di questo grizzato veteran.
02:25Stopped for a pint,
02:26did you?
02:26We kind of kept him
02:28a little,
02:29not plain,
02:30ma è un po' più semplice
02:31in design.
02:32I always looked at him
02:33come l'oldo-school
02:34che non ha bisogno
02:35di tutto questo.
02:35We need eyes
02:36on the ground
02:37amongst the guests.
02:39The Monica Lady Green
02:40was given
02:41a Isabel d'Argylla
02:42e in our world
02:43is the youngest knight
02:45to ever join the order
02:46at her age.
02:47Her and Galahad
02:48have history together
02:49and so we kind of
02:50can feel some of that
02:51distance that they've had
02:52but at the same time
02:53things are clicking again
02:54you're starting to see them
02:55kind of like old times.
02:56I prefer to have someone
02:57more experienced
02:58looking out for me.
03:00I thought you needed
03:01no looking after.
03:02She's a grounding force
03:03to a lot of people.
03:05She speaks her mind
03:06she's as strong
03:07and as depth
03:08and as skillful
03:10as Galahad is.
03:11Do try not to lag behind.
03:13It wouldn't make sense
03:14to do the typical
03:15video game
03:16busty, curvy woman
03:18and especially
03:19it wouldn't be accurate
03:19to the time.
03:20If you looked at the dresses
03:21they barely had
03:22an ounce of skin showing
03:24so we really had
03:25to be more creative
03:26with her design.
03:27so on the other end
03:28was how we take
03:29a broader facial structure
03:31and archetype
03:31and get it on
03:33a highly emotive face
03:34that runs in real time.
03:36One of the hardest
03:36parts about characters
03:37is that we're humans
03:38we're people
03:39and our brain
03:40is really trained
03:41at recognizing
03:42any little flaws
03:43or inconsistencies
03:44that you would see
03:45in another human.
03:45We have to deal with
03:46almost every facet
03:47of human anatomy
03:48to make sure
03:49it looks correct.
03:49We scan the 3D face
03:51of an actor
03:52and then we take that
03:53in house
03:54and we manipulate it
03:55to make it slight mutations
03:56to make it our character.
03:58Every animation
03:58of the humans in-game
04:00is mo-capped
04:01and we have head cams
04:02mounted on the actor
04:03so we get simultaneous
04:04body and facial performance.
04:07Most fetching was she not?
04:08I haven't noticed.
04:09That is because
04:09you are not a Frenchman.
04:11You are the most American
04:12Frenchman I have ever known.
04:13I am a lover of liberty,
04:15mon ami.
04:15One of the bigger challenges
04:16comes from the fact
04:17that our characters' performances
04:19that we try to make
04:20very authentic
04:20and very real
04:22is being delivered
04:23on a set
04:24that is a big grey carpet
04:26with tons of
04:27really intense bright lights.
04:29They are wearing
04:29spandex suits
04:30with headgear on
04:31that has a head-mounted camera
04:32that is kept in the face.
04:34Working with the people
04:34as far as the virtual experience
04:36is concerned
04:36is actually probably
04:37the most challenging.
04:38Tell every available night
04:39to converge towards
04:40Whitechapel.
04:42It is always going to be
04:42a balance.
04:43It is always going to be
04:43a balance of going
04:44too far with it
04:45where people feel like
04:46okay I really want mechanics
04:48or too little with it
04:49where they get mechanics
04:50but they don't get context
04:51and immersion
04:51but it's been a great balance
04:53actually that we've been
04:54able to achieve
04:54in the last few years.
04:55There is no like
04:56magical ingredient
04:57to the process
04:58it's just a lot of
05:00blood, sweat and tears
05:01but I think the end result
05:02it really gives a sense
05:03of believability
05:04and personality
05:05of the characters.
05:06Roy, where are you going?
05:07To finish what we started!
05:08This is no time for vengeance!
05:10Come to your senses!
05:11The technology
05:12of being able to make
05:13these characters
05:14believable and realistic
05:15creates that
05:16I think
05:16that opportunity for us
05:18to kind of sit there
05:19and make the nuances count
05:20and make the things
05:21that you maybe
05:22would normally skip over
05:23for a video game
05:24and not really dwell
05:24on the little human beats.
05:26We try to make sure
05:27that those are really
05:28woven into the game
05:28because for us
05:29it really matters.
05:33It's always been important
05:34for us to have our own
05:35technology at Ready at Dawn
05:36because we have a vision
05:37of what we want the game
05:38to be and where we want
05:38the story to go
05:39but we also have a vision
05:40of where we want
05:41the technology to go.
05:51to see you.
05:53What is this?
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