Intel ® Visual
Intel ® Visual
Intel ® Visual
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world of warcraft*: cataclysm*<br />
Gregory said that for the in-game cinematics,<br />
at some point during the production of Cataclysm,<br />
the development team saw an opportunity<br />
to have a couple of movies play within the<br />
gameplay experience. The team’s goal was to<br />
introduce Worgen and Goblin, the game’s new<br />
playable character races.<br />
“We were tasked with making sure these were an<br />
appropriate introduction to the characters,” said<br />
Gregory. “We wanted it to draw upon their entire<br />
kit, their mood, and their environment. The game<br />
introduces new places in the world never before<br />
seen, and we wanted to establish very succinctly<br />
in a cinematic art form what these races were<br />
like in those worlds and how they feel, so people<br />
would know what they had gotten into.”<br />
To bring those goals to life, Blizzard relied on<br />
an in-game pipeline that has evolved over the<br />
past six years. The technology was originally<br />
developed to produce game trailers and gameplay<br />
footage, but in recent years the team has<br />
received additional support and tools from<br />
the gameplay team.<br />
“New tools have helped us make things more<br />
cinematic in the game through the use of<br />
cameras, as well as the control and manipulation<br />
in real time of actors that we can work through,”<br />
said Gregory. “It’s a different world working with<br />
the game itself, instead of just 3D. Being able to<br />
walk around the environment as if you’re on a<br />
set with the actors, and really have a feel of the<br />
space as you move them around was important.<br />
We even had people piloting the characters<br />
around so it was like working with talent, instead<br />
of just working with objects.”<br />
These new advances have allowed the team<br />
to improve the visual fidelity of the characters<br />
in cinematics. Improved facial animation was<br />
just one element that brought more believable<br />
characters to life in the game. And Gregory said<br />
technology is constantly evolving, which means<br />
the next round of cinematics will push the bar<br />
even higher.<br />
The Future of Cinematics<br />
The ultimate goal of Blizzard’s cinematic teams is<br />
to get the player emotionally involved with the<br />
characters that they’re interacting with as the<br />
intel visual adrenaline no. 10, 2011 27