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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

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