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| Game cinematics for 90 minutes in total was created with real time graphics techniques for a PlayStation 2 (PS2) game, "Devil May Cry 3" (Capcom). |
| *"Devil May Cry 3" was released on February 17, 2005 in Japan. |
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| The main purpose of game cinematics is to pull players into a game by establishing an interpretation of the world of the game. Traditionally, it was created in high-end movies by using prerendering techniques, which may result to no small extent in gaps between real time rendered. Considering this point, we eliminated the gap between the game cinematics and real time renderd by using the real time graphics of the game machine for all game cinematics. |
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Mr. Yuji Shimomura, a director who specializes in action scenes, was appointed as the director of the game cinematics, and this project started with joint development of a scenario with the game development team of Capcom. After completion of the scenario, storyboards and then videomatics were prepared for the initial design of screen images. MoCap (motion capture) was basically used for character animation. Originally we planned to use American actors, but switched to Japanese actors, and videomatics were prepared in Japan. The reason we used Japanese actors were that we judged that it would be best to do the process by exchanging opinions between Japanese staff for the director's designing actions and camera work. At the same time, the completed videomatics were also used to estimate the necessary number of days for MoCap shooting and to judge if it could actually be performed by an actor. The process led to an efficient shooting, which contributed to the cost reduction.
After that, we organized auditions and rehearsals to decide the actor for MoCap shooting in Los Angeles and Tokyo, and the actual shooting was performed in Tokyo. During MoCap shooting, the videomatics served as a good communication tool between staff from Japan and from the United States. Video recording was done simultaneously to prepare more precise motion capture videomatics by using real acting. |
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| Because of the appearance of PS3 and Xbox 360, we will be able to create more advanced expressions with real time graphics in the future. Accordingly, we expect that the creation method of game cinematics will be changed by real time graphics. The workflow of screen image production by using real time graphics is different from the workflow of the traditional production methods, and we especially need to be more involved in the technical aspects of game machines. We are proud that this work is a rare case that we were able to combine the know-how of game production and computer graphics (screen image) creation by repeated trial-and-error processes. |
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click to download Acrobat Reader for this PDF files. |
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Oct/2005 |
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©2005 Links DigiWorks Inc. All rights reserved |
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