Thursday, 29 November 2018




Assassins Creed Origins is the 10th game in the series it's an action adventure game developed by Ubisoft Montreal and published by Ubisoft it was released for PC, PS4 and Xbox One 27th October 2017. The game is set in Egypt towards the end of the Ptolemaic period 48 to 47 BC, the game recounts the secret fictional history of some real world events. The story follows a Medjay which is an Elite paramilitary police force which protect the Pharaoh and serve as scouts and protectors of a certain region. This Medjay's name is Bayek the player will embark on a journey to explore the origins of the centuries long conflict between the Brotherhood of Assassins a group of assassins who fight for peace by promoting liberty, and the Order of the Ancients which would later become the Templar order who also want peace however they want to achieve it with forced imposition of order.


 The development of AC Origins started in early 2014 it took place after the completion of Assassins Creed Black Flag up to AC black flag the game series had been released on a yearly cycle this was met with bad reception due to the copy and paste style of gameplay that happened since the first Assassins Creed was released on 13th November 2007, this was significantly noticeable upon the release of AC Unity in 2013 which reported by Ubisoft was hailed as a gorgeous but broken gameplay experience, this is because Ubisoft spent so much time working on the tech that they didn't leave enough time for the team to create something new, the game was great in terms of artwork but unfortunately fell for the gameplay. So after the backlash received for Unity and the unfortunate lack of sales for Syndicate which would later be released in 2015 Ubisoft took a year off to create a better gaming experience.



 This trailer starts with the camera panning away from the Nile and a brief look at Egypt and the wonder that the player can inhabit throughout their time with the game, the shot then transitions over to a dead scorpion and a blurred effect of some workers in the background this instantaneously brings the viewers eye to the scorpion showing the player the harsh reality of what's to come, the camera then cuts to a shot of a masked figure being carried through the city as this is happening the musics beat gradually gets loader, a looming fog coming over the distance blocking out the sun this is a great shot to signify the power and corruption that this character is bringing to the land. The fog then transitions to a vale fantastic effect to link the 2 scenes together this links over a building where people are bowing, the scene then becomes a little darker as we see 3 men standing over a prone body doing an autopsy or embalming them as the camera pans out we see that these bodies are being mummified being prepared to be entombed in the pyramids. We then see several masked men handing out weapons as the camera pans out to Egypt a time-lapse of the pyramids being built and a red cloth closing over the land which transitions into Cleopatra stood at a war table preparing her troops for battle she knocks a scorpion off the table and places a metal horse on the map this then transitions perfectly into Caesar sitting upon his steed marching his army into combat, as the camera zooms out again we see the Pharaoh walking out to greet his people as the masked figure approaches suddenly the song lyric “we kill the flame” and an arrow is shot through the chest of the masked figure and 1 of the guards carrying him, the soldiers then fire an arrow at Bayek the main protagonist of this game from this we get to see the skill that Bayek has alongside his trusty eagle companion Senu. This trailer works really well for the introduction to the characters and the land the player will inhabit, I also think the lighting and transitions within this trailer are excellent because it gets us engaged in what's happening and make us feel compelled to buying the product, and finally the music by “Leonard Cohen – you want it darker” is a fantastic choice for the cinematic it works great as the beat becomes gradually loader as the trailer progresses, and the action becomes more intense it works really well to keep us engaged in what's going on in the trailer this used alongside the quick cuts and the smooth transitions works really well, and personally made me want to return to the franchise after taking a break from it since AC Brotherhood the third game in the franchise. https://www.youtube.com/watch?v=cK4iAjzAoas
 Mortal Kombat X is a fighting game developed by NetherRealm Studios and published by Warner Bros. The game was created using unreal engine 3 and is the 10th game in the series it was released 14th April 2015 for PC, Xbox One and PS4. Very much the same as previous versions of the game the player can player in local cooperative mode or against the computer AI, the player would select their chosen character from a large assortment of characters in this version that includes famous horror characters like Freddy Krueger and Jason Voorhees from Friday the 13th film franchise. The players will then fight using an assortment of different special attacks until such time as they can hit a fatality and these are what Mortal Kombat is known for. https://www.youtube.com/watch?v=6L27Q6ZFMPg

 NetherRealm Studios began publicly hiring for eighth generation development in April 2012 and in July 2013 it had been confirmed that there would be a new Mortal Kombat game which was said to be released alongside the film series reboot in September 2015.

 The game was released worldwide 14th April 2015 everywhere except for Germany the reason for this is because of games initial refusal by the German USK which is the German abbreviation for Entertainment Software Self-Regulation Body. So they wanted an age rating for the game and from this the game was released in Germany 1st September 2015.


 I personally haven't played a Mortal Kombat game yet but after some research there is a few complaints about Mortal Kombat's animation specifically the idle animations they were considered clunky and didn't seem to look realistic, the bodies of some of the characters had really bad posture and seemed to shake their bodies in unnecessary motions. This was more noticeable because the motions within the cinematics at the beginning of the battle and the fatalities were flawless I believe this is due to the more freedom the animator has in the cinematics because they can make it look more like a movie and don't have to be restricted by the fighting frames.

 In this trailer for Mortal Kombat X we start off in a darkened forest with a slow dramatized beat slowly getting loader as the camera pans across the scene this works great to start working suspense and intrigue to what will happen next, the ground starts to become icy and we then see Sub Zero a long-time fan favourite of the franchise standing with his back to the camera he then slowly turns around to face off against Scorpion, another favourite in the franchise the camera is then looking down the battlefield over scorpions shoulder. The music continues to gradually get loader and we then get a close up of the 2 faces before the battle commences the camera zooms out to the same camera angle used within the games fight sequences and the voice of Steve Ritchie saying “FIGHT” who coincidentally also voices the famous Mortal Kombat “FATALITY”. The 2 characters then  run at each other as Wiz Khalifa's Can't Be Stopped plays over the top, much the same as the game itself the action sequence is brutal and you hear every punch and kick connect which makes the player get more engrossed in what is happening and intrigued for the product itself, we get to see slow motion camera shots of big fight moves and some of the special powers the 2 characters use within the game we then see Scorpion get the upper hand followed by Steve Ritchie's “FINISH HIM” then Scorpion throws out a chain and the camera and music cuts, we then see the Mortal Kombat Logo fade across the screen which then cuts back the finishing part of the fatality accompanied by “GET OVER HERE” by Steve Ritchie this is all amazing editing for this trailer to get people excited for the game. The lighting effects for this trailer work really well to compliment the action that is taking place within the scene, the darkened forest gives a creepy feeling and the great use of shadows as the battle is taking place work really well to make the characters look more realistic, the moonlight glowing in the background lets off enough light to give the trailer a good contrast of light and dark. https://www.youtube.com/watch?v=jSi2LDkyKmI  

Thursday, 22 November 2018

 The witcher 3 “A Night to Remember” cinematic trailer opens with the list of the high ratings this game has received we then see the logo of CD Projekt Red which fades as we hear Orianna a higher vampire from Toussaint singing as the camera is looking over her shoulder at Toussaint with moon set just above the city, we then hear Geralt talking to her as the camera slowly pans around Orianna to reveal him stood behind her they start to converse about the contract he has on Orianna, she then starts to undress and the quiet tone starts to change as her voice becomes more sinister Geralt is stood with his sword unsheathed and a close up of Geralt's face shows us that he is focused on his target. Orianna then drops her dress and disappears floating around Geralt then the barn doors swing open, Geralt approaches with caution then drinks a portion of black blood as he's doing this a single drop of residue drops to the ground burning it on the touch this shows the player how mutated Geralt is to handle such a potion. As Geralt enters the barn there's a quiet tone running in the background but the sounds main focus is that of the surroundings the creaking beams and the swinging medallion around Geralt's neck. He then throws a bomb in the air revealing Orianna's location and the battle sequence commences fast paced violins playing throughout until she bites him on the neck and the black blood potion poisons her weakening her to his strikes. The end of the fight leads them both outside of the barn both lying on the floor from exhaustion as Orianna's song continues come morning Geralt's awakes and Orianna is dead he then rides to city to claim his reward. https://www.youtube.com/watch?v=ehjJ614QfeM



 Throughout the production of this trailer the company wanted to show the audience a great use of story and show that killing monsters was actually hard work they wanted to convey the harsh reality of what it takes to be a famed monster hunter and that they had to outsmart there opponent, CD Projekt Red began their production on the cinematic trailer using motion capture to get the exact movements for the characters within this scene. The music sequence “A Hole in the Sun by Two Steps from Hell” was used for this scene they used it in the early stages of the animatic to set the mood for the scene and it worked so well that it made its way through into the final piece the final audio piece was done by CD Projekt Red.

 In the design of the characters for this they used the main features for Geralt for example they captured the look of his hairstyle and cat-like eyes which he developed from his rigorous training and mutations, most of the tweaks however where subtle changes because within the game we play Geralt in third person, the hands of Geralt are a bit over sized so the team scaled them back to make them more realistic looking, the body was also tweaked to make it sync better with stunt performer for the motion capture this would later help with more realistic animation. Orianna the vampire women was more complex however as she had two different forms that of the human and vampire form they cast a local actress for the motion capture whose face was scanned and several different facial expressions they also hired a local model for the body of her human form once this was complete they used both in combination with each other than did their final tweaks using Zbrush which then created there final character. The girl’s body remained to create the vampire as they wanted the body to be as close to human form as possible they then studied pictures of anorexic patients which they later decided that the body should be more muscular with slight exaggerated bony features they also decided to add digitigrade feet to make the vampire look more bestial this helped later on to make her taller than Geralt and gave the creepy crawl animation at the end of the fight. Geralt and Orianna's hair was achieved with a combination of Ornatrix and Yeti the bigger challenge however was Orianna as she lets her hair down in the sequence the team had to create 2 different hair assets rolled up and let down these were both created with the same curves so they would blend better between 2 states simulation was then added to the top for blending this then achieved the final result.
Ian Failes. (10/08/15). Behind the scenes of Digic’s Witcher 3 cinematic.Available: https://www.fxguide.com/featured/behind-the-scenes-of-digics-witcher-3-cinematic/. Last accessed 03/09/18.


 L.A.Noire was developed by Rockstar Games and published 17th May 2011 for the PS3 and Xbox 360 and later that year 8th November 2011 it was released on PC the game was also remastered for the Nintendo switch,PS4 and Xbox One 14th November 2017. The game is perhaps the most well known for being the first game to be made using newly developed motion capture technology through the development of this game they used 32 different cameras around there actors to capture their facial expressions from every angle which would result in highly realistic recreation of a human face. This would be very important and be necessary to read the emotion on the NPC's face as the player will take control of Cole Phelps a former solider turn policeman who has to work his way through the rankings of the force starting with traffic he has to manage street crime and make arrests when necessary. The player will then start making interrogations when the perpetrator is back at the station this is when the use of motion capture helps to captivate the realization of the NPC as you will ask them questions regarding the incident and they will respond, after this you choose to respond with “truth, doubt or lie” then hope you get the right answer to capture the correct villain.




 This is the opening cinematic to the game showing the world space that the player will inhabit for the next few hours of gameplay, we see the day to day lives of people living in the 40's the early stages of Hollywood cinema and many young women aspiring to become actresses. The narrator talking over the top of the cinematic sets the game up nicely, this is from the original game released back in 2011 and the lighting effects especially in comparison of today's games are great to help get the best expressions from their characters this is great work from earlier development of games. The shadows work really well in the surrounding areas to make it look more realistic and three dimensional the overlaying music is great giving this a mysterious feel whilst keeping in the theme of the 1940's. https://www.youtube.com/watch?v=90gv5KtNZ4w


 This game was a nice change and I think helped this stand out within the gaming industry as there are not many games out there that are police orientated, games tend to sway more to the criminal side where the player works against the police.  L.A.Noire was the first video game to be screened at the Tribeca Film Festival and from this its blurring the lines for games and film and from this gamers were unsure how to take it, was this just going to be a game that has great cinematics meaning that this could be there key focus rather than the gameplay itself. During an interview with two of the key developers for this game Brendan McNamara and Oliver Bao they said that the focus first and foremost was developing a game which is something that they never lost sight of regardless of the response from the cinematic and filmic audiences. Through the use of motion capture the great look of realistic characters really helps bring the characters to life which in turn makes the game a lot more compelling to play.
David M. Ewalt. (19/05/11). How Designers Made L.A. Noire The Most Detailed Game Ever. Available: https://www.forbes.com/sites/davidewalt/2011/05/19/how-designers-made-l-a-noire-the-most-detailed-game-ever/#24b0a1b56901. Last accessed 04/09/18.

 This is a behind the scenes look at the development of L.A.Noire from this we see a side by side sequence of Cole Phelps and the large assortment of the cast acting out there scenes, we can also see what sort of information and set up is required to achieve such a high quality game. https://www.youtube.com/watch?v=aL9wsEFohTw

This is all an amazing look into what could potentially become the normality in game development as the technology develops, if a game released in 2011 can show us this type of emotion with its characters and world space it’s great to think what the future of the industry holds. Games main protagonists and NPC's will look more realistic and really help players become fully immersed in that specified universe. This game shows games as a true art form that is always making moves into improving and making it the best it can be.

Thursday, 15 November 2018


 Beyond Two Souls was developed by Qunatic Dream this game however is not the normal type of game that I personally am used to playing it’s an interactive story one of many in its genre examples of this are Heavy Rain and the highly popular recently released Detroit: Become Human, although that being the case I am glad I gave the game a go and got fully invested in Jodie and Aidens story. In this game the player controls a young women Jodie and an entity who is bound to her since birth they go through Jodie and Aidens story in either cooperative or solo play, I played the game on the PS4 console and played the remixed version meaning I played the game in chronological order. Very early on in the story it is noted that Jodie has a psychic connection to Aiden and is sent away to a facility that is trying to connect to the other side with Jodie and Aidens help, throughout the game the player can take many paths through the use of dialogue choices which in turn effect the story and what type of ending you will get to the game, as the story progresses you follow and take control of Jodies life. The game hasn't got a gripping combat system and heavy loot system it’s made up of many quick time events or QTE’s however the combat system isn't needed here it gives the player more of an opportunity to fully focus on the story of the game. The game is made via the use of motion capture with Ellen Page taking the role of Jodie and Willem Defoe co-starring as Nathan Dawkins who is Jodie's father figure throughout the story. Using the motion capture Quantic Dream were able to captivate raw emotion from highly skilled actors which in turn allows the player to feel a plethora of different emotion much the same as watching a movie or Television series.

 This is small clip of the motion capture and development of the game some of the scenes being acted out dressed in the leotards and markers, this is a great behind the scenes look into the steps taken to make this game. From this we see how big dramatic scenes where accomplished through the different set changes in the studio. https://www.youtube.com/watch?v=RVwrwu1lLps

 In this part of the game it finally shows who Jodie has been bound too, we start off with Jodies mother giving birth to Jodie and the doctor then tells us the other child was stillborn the lighting in this part is good we see the doctors light shining down onto Jodies mother and the shadows cast off from them all on the floor. The camera then cuts to the two babies inside the womb with a subtle orange light behind the two accompany this with a fish-eye effect works really well for the look of the inside of the womb, there's then a bright white light and Jodie is stood in a very vibrant countryside with the camera looking over the shoulder of Aiden the bright flash at the beginning of this is very clever to emphasize the link to the other side, there's then a very heartfelt speech from Jodie to Aiden as this is happening the sky turns dark and Aiden disappears as Jodie has to wake up in the real world. The music in this sequence is very quiet but works very nicely alongside the scene it gets progressively loader as the sequence rolls on and is a lovely piece of music to really captivate the sadness of the scene especially the point when Jodie reaches for Aiden the music is at its loudest and it's a relaxing yet slow tone. https://www.youtube.com/watch?v=PzvgxXEb5lM

 The team started off using Artec 3D hardware to scan for their character models from their chosen actors, they scanned them in a different assortment of clothing with multiple facial expressions this then helped the later on with the wrinkles and skin deformations. From all of their actors from their lead actors to the people who had a minor role they used around 500 reference photos of the body, head, eyes and hair they then created specific lighting sequences for each, each actor had anatomical measurements to ensure that they preserved the proportions for each actor. There are some changes within motion capture in games and movie though for example the Beyond: Two souls had to capture more than 50 hours whereas a film only needs to capture 2 hours at the most and films like Avatar had a budget of 10 to 15 times larger than that of Beyond: Two Souls.
Creative Bloq Staff . (18/03/14). The secrets of the interactive drama that is literally game-changing. Available: https://www.creativebloq.com/3d/secrets-interactive-drama-literally-game-changing-31411035. Last accessed 30/08/18.

 Horizon Zero Dawn this is the new IP from the developer Guerrilla Games the company made this after Killzone 3 they were looking for new ideas for a game and came up with 40 different concepts and among these Horizon Zero Dawn was included which game director Mathijs De Jonge considered the most risky of all the concepts presented. The game was first pitched by art director Jan-Bart Van Beek, after the game was pitched a team of 10 – 20 began to design a prototype for the game and approximately 20 different stories were written for the game. The team were exploring many different concepts including different player characters John Gonzalez was among the team who was previously the lead writer for Fallout New Vegas. The main elements of the story and the main protagonist Aloy remained intact from early development, however Sony would later admit that they were reluctant in the main character being female and so they conducted focus testing to see if the decision would be marketable.


 In this scene from Horizon Zero Dawn Aloy roughly aged 6 at this point begins her training for the proving to join the Nora tribe as this training montage happens Aloy makes a mistake and almost gets attacked by a watcher which is one of the weaker enemies in the game Rost her father figure has to save her, however later Aloy becomes more independent as she falls short of a ledge and Rost offers to help her and she gains the strength to pull herself up. We then see Aloy run along the beams and take a leap of faith through the air as this happens Aloy grows into a young women, after this we see another watcher attack Aloy however Aloy slides underneath the watcher and strikes it with an arrow as she looks back Rost has his bow aiming at the watcher ready to take the shot. This is a great way to bring this full circle he now realizes that she can defend herself and is ready for the proving. This game is very nice looking graphically and the different scenes within this montage work well with different lighting starting with the sun setting behind Rost and Aloy and the shadows cast upon their faces. We then see the shadow over Aloy as the watcher is jumping to attack her as the sun is high in the sky throughout the montage the sun is beaming down and we see a nice representation of daylight with the great skybox in this game. There are some great fine details within the lighting such as when Aloy takes a leap of faith and swings her arm in front of her you see the shadow of her arm on her face. The beams of light of a setting sun cast down over the water as she lands look amazing and really make the look of the nature background pop out as well as the reflection of the mountains as Aloy dives into a lake.  Nearing the final part of the montage when Aloy takes down the watcher and you see her looking back over her shoulder, the watcher lying on the ground with the glaring setting sunlight beaming down upon it works really well to emphasize the shadows beneath the watcher makes this really pop out of the screen. The music throughout this montage really works well to emphasize a fast paced scene, we start off with a subtle tone of violins which get faster pasted as the montage moves on, the music makes you think will the character make it with the speed picking up as the scene moves forward and then slowly fading out at the end of the montage. https://www.youtube.com/watch?v=kM6HpamAEWE
 During the animation process of this game the team wanted to make the animations fit who Aloy was as a character, one of the goals was to make her feel like a real human who had to work on survival and not to be an action hero who executes every move they make perfectly every time. So as the team were working on the animation for Aloy they would have a foot slip as she lands a jump or when Aloy is performing a stealth kill especially on bigger machines she would really have to work to bring the machine down showing visible resistance. Through these simple and subtle animations the player can connect to Aloy more as she isn't able to perform super human things giving us a character that is flawed but capable to survive in the wilds.
Anna Cicone. (2018). BEHIND THE ANIMATIONS OF HORIZON ZERO DAWN, WITH NIEK NEERVENS. Available: http://www.cgsociety.org/news/article/3260/behind-the-animations-of-horizon-zero-dawn-with-niek-neervens. Last accessed 29/08/18. 




 The Last Of Us this is the scene in which Ellie runs away after finding out that Joel is trying leave her with his brother Tommy, He used to work with a militia group called the firefly's who are searching for a cure for the infection outbreak that is infecting everyone around because Ellie is the link to the cure as she is immune to the infection. This scene keeps everyone on the edge of their seats and from the use of very clever writing it makes the audience feel for these characters very strongly. Joel is an aggressive man with a short temper Ellie has seen what he is capable of throughout their journey together. As the journey progresses from the point the player finds Ellie to the end of the story you see a father and daughter relationship forming between these two and this scene is the point that really brings them together. The player has to track down Ellie through the countryside until they find a farmhouse in which she has gone too, Ellie is sitting on the windowsill reading a diary about things that girls of her age do, Ellie was born during the outbreak and has never been able to live the normal life of a teen. Joel finds her and they start to talk and Joel asks Ellie to follow him back to Tommy in which case Ellie refuses and as Joel turns around Ellie says “I'm not her you know” referring to Joel's daughter who is killed right at the beginning of the game, As this happens the tension is thickened the conversation continues and Ellie then pushes Joel back which is what makes this scene so powerful the raw emotion in the characters is very well done. The lighting within the house works really well making it feel more realistic with a good use of shadows as you progress through the building when you find Ellie in the bedroom you see the sunlight shining through the window casting shadows around Ellie makes this look and feel great. The music coincides really well with this scene lending a feel of despair adding to the tension. https://www.youtube.com/watch?v=0s2Fsd8iNfw


 This scene from The Last of Us really shows how far Ellie and Joel have come since the beginning of the game, Ellie has to break out on her own after Joel is injured and Ellie has to find medical supplies to help him. The player then takes control of Ellie along the journey you meet a couple of men hanging out who offer to help giving you food and medicine, however later on one of the men David captures Ellie and we find out that they have been cutting people up. David then reveals himself to be a really creepy character he pulls Ellie out of the cell she was being held in and pins her on the table ready to cut her up until Ellie tells them she is infected giving her enough time to grab a knife slash one of the guys and break free. Later on David and Ellie are trapped in a restaurant together, after you get him there is a cutscene of both the characters worn out on the floor and Ellie then has to make an effort to grab a knife to protect herself this is stopped by David who kicks Ellie in the gut telling her she has heart he then attempts to strangle Ellie she reaches for the blade and goes on a frenzy against David at which point Joel comes in to rescue her calling her “baby girl” and giving her a hug this really shows how the relationship has changed between them for the better. https://www.youtube.com/watch?v=ZsWwbg6CGv8

 The use of motion capture in this game really makes the game stand out as Naughty Dog where able to get more raw emotions out of their characters making them feel more relatable and all in all make the game a better experience to both watch and play. Naughty Dog have done the same with their other franchise Uncharted and from what I have seen of that game that helps in the emotional connection to the characters there too. In the early stages of motion capture it was only used in studios where the actors where surrounded by special cameras and lights to captivate the emotion from the person acting the scene, perhaps the most famous actors to come from this is Andy Serkis who brought many characters to life on screen such as Gollum and The Witch King of Angmar from the lord of the rings franchise and characters like Caesar from the Planet of the Apes franchise. Motion capture in video games has actors dressing up in leotards with magnetic markers connected to the suit then having the actor perform the intended motion that the many cameras will then see and through this be able to create a more convincing visualization of animation of the body.
Steve Dent. (14/07/2014). What you need to know about 3D motion capture. Available: https://www.engadget.com/2014/07/14/motion-capture-explainer/. Last accessed 28/08/2018.






 Animation is the illusion of moving image the trick of hundreds of images each with a slight change in movement between them so once all the images are put together this tricks the eye into seeing movement when in reality there isn't any and so this creates the wonder of animation. This process can be achieved with many different methods for example you can use clay to create the characters and take pictures as you gradually adjust the character this is the process most famously used by Aardman Animations with Wallace and Gromit, Traditional animation is the art of creating animation by hand drawing the set pieces needed and then putting them all together to create the moving image and CGI or computer generated imagery is the animation process that is used in the present day in a lot of the animation films released, this will create very detailed 3D animations through the use of computer software like Maya and 3DSMaxx these are but a few examples of different art styles used to create the wonders of animation.


 The Witcher 3 this is the climax of the “Bloody Baron" quest and the actions you take throughout drastically effect the outcome of the quest, we start off in the swamp with Geralt, The Baron, Tamara “his daughter” and a militia group known as the witch hunters, there all in search of the barons wife “Anna” who has been taken by an evil group of witches known as the Crones. They eventually find her talking to herself in the main hall and in this outcome Anna has been driven to madness by the Crones. Within this scene there's a resting fog surrounding the bog with a very grey overcast looking sky box which gives the player the feeling of a very creepy vibe which works exceedingly well with the clever use of the background tone that lends well in creating the uneasy vibe knowing that something is watching you. https://www.youtube.com/watch?v=u17SUAFcKUI


 Many things have changed over the years of the witcher game series for starters in the witcher 1 the team created low poly models of their characters and just baked a normal map over the top of the characters, they took about a week on each. However in the present game they are creating every fine detail on their character models including the buckles, buttons and sculpting every seam in a very high poly model of their characters using Z-brush a complete sculpt of the character is made which takes the team about two to three weeks after this they then create a low poly version which we are able to see in the game. Higher power for computers means that the team has been able to create higher complexity in bones structure using the bones to create fine details in the animation of the characters including the fine details of the knuckles for the characters. They have many different bone structures for the man, women and child then use the same animations on each of the skeletons for a different assortment of animations. However for the monsters each one is custom made and a whole process is started the team thinks about behaviours and the AI how that monster will fight and what actions it would make during and out of combat all this is considered to make the best animations that would make that monster look more realistic.
Justin Haywald. (Apr 25, 2015). How the Witcher 3 Made Characters Look Unique Without Using Motion Capture. Available: https://www.gamespot.com/articles/how-the-witcher-3-made-characters-look-unique-with/1100-6426894/. Last accessed 27/08/2018.



Specialization

Animation

https://mike-skelcher-specialism.blogspot.com/

 There are 20 different types of animation ranging from traditional animation used famously by the early days of Disney in films such as The Lion King, Snow White, Sleeping Beauty, Peter Pan and a large assortment of others. To the currently used 3D animation that is used as the main tool for most animations released today. The wonder of animation has always fascinated me to create a simple object then through the use of animation being able to give the inanimate object a personality to make a character feel alive and capture the hearts of many, how animation makes an audience care about the characters in films, television and games is amazing.  My personal favourite of the lot is traditional animation I used to spend hours watching Disney movies and trying to replicate what I saw on screen, I had a go at producing my own hand drawn animations during my time in early education but had to stop due to time constraints and so for this project the area that I would like study is 3D animation.

 For my chosen piece I will create either a small cutscene or trailer showing parts of the story and aim to make it compelling enough for people to want to know more about it. I will look at different cutscenes from an assortment of games to decipher what keeps the audience engaged in the scenes to see what makes us want to keep watching the story of the game unfold. I will also look at the effects within these scenes to see how there used to create specific atmospheres, I’ll look into bipeds to see what different types seem to be used to create the bones for the specified characters. Finally I will look at other animators work on creating children and inanimate objects to see how they are modeled and animated and the textures to help the specific object stand out.

 Over the years I have created very short stories and drawn many different characters with the intention of pursuing animation as a career path, I have always wanted to bring characters to life to capture the wonder of the imagination to take a simple character from a page and from a thought and make people care about what happens to these characters from the use of the animation to give them their own personalities, I used to spend hours watching Disney movies and drawing from what I saw on screen the characters that were developed were truly amazing, so from this I have decided to create a cutscene for a game using a story I wrote from years past, I got the main inspiration for my piece of work from the blue umbrella a Disney short film.

 Another film that I liked was the Paperman short, I liked this short film because I thought it was clever the way that it draws the audience in through the use of the paper to bring the 2 people together. This is a great insight into the use of inanimate objects within these short films and gives me a look at what I hope to achieve for my short movie.