BlizzCon 2017 - Junkertown: The Plan - Creating a New Kind o

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Topic/Postby Haggle » 04 Nov 2017, 02:00

BlizzCon 2017 - Junkertown: The Plan - Creating a New Kind o

BlizzCon 2017 - Junkertown: The Plan - Creating a New Kind of Overwatch Animation

This is a brief summary of the second Overwatch panel!



In-Game Cinematic Panel

  • Teamwork: Cinematics are created as a collaboration of the IGC and the Overwatch Engine Team
  • A whole new engine had to be built to allow creation of cinematics
  • The team has about 25 members
  • The team incorporates multiple Blizzard game engines


Story Development

  • Planning started early 2017, when the map didn't exist yet
  • Characters: Junkrat and Roadhog
  • Concept art, and the Queen's Decree was given to the team
  • During their exile, they [Junkrat, and Roadhog] stole everything they could
  • Choosing the place: the gate of the town
  • The Hook: Junkrat just wants to light the fuse to blow stuff up
  • Overwatch cinematics up to this point were very empotional
  • The title sequence was made to feel like a fun adventure


The Pitch

  • The cinematic was pitched without a script or a storyboard
  • The whole pitch was acted out
  • Greenlight to continue
  • The storyboard was very close to the final cinematic


Nuts and Bolts of the Overwatch Engine

  • Needed to be able to capture images and insert assets to the engine
  • Buffers: images that represent data
  • Set the Scene: TED is a light Overwatch engine used to set scenes, use the camera, add animations
  • The effects system drove the capture
  • The Play of the Game system and Capture system was very useful
  • New Camera system: had to make a free movement camera
  • Make the game engine not optimize engine by forcing quality 11
  • Break apart the scene into assets so they can be manipulated
  • Inserting the images to the engine
  • The Graphics cards were not able to support Quality 11
  • Slowed frames down to 1 FPS
  • The cinematic took up 5 TB of space


Animations

  • The game team helps the IGC team understand the character
  • Play of the Games give a really good insight into the character
  • Reference is used to discover ideas, facial expressions and nuances
  • Brad passed out during one of the takes when acting for the reference
  • Smear Frames: makes the animation more realistic by smearing the character
  • Makes it easier for the eye to follow, only visible in slow motion
  • Jokes are added by animators sometimes


The Engine

  • The characters, costumes, and variations are taken from the game engine
  • Everything that doesn't already exists in the game has to be manually made
  • The mesh of the characters has to be improved, because cinematics have more detail
  • A rig has to be built, which is the skeleton. This gives points of articulation
  • Limbs: these are added separately as controls for the animatior
  • Junkrat alone has 78 limbs and 524 controls
  • There are multiple automated control that move controls together
  • The face has multiple animated controls to create facial expressions
  • Effects are hand drawn frame-by-frame
  • All these are then added to TED for capture


Art and Lighting

  • The map was in development during the cinematic development
  • The final map was used as a base
  • Ambient light: simulates sunlight in the cinematic
  • The characters could not be seen while the light was added
  • Multiple point lights are added to make characters and items pop
  • After lights are added, it is ran through compositing
  • Because the payload was not used in game, which allowed to make it much more exaggerated
  • A surprised Pachimari was added to the cinematic as an Easter egg






http://www.mmo-champion.com/content/712 ... -Animation
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