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Game/Film Prototyping - “No rendering, please”.
Frankly, I never thought that working on games cab be so motivating. Latest gig is so much more than usuall game cinematics: Beside doing a previs for cinematic scenes it’s also about being involved in co-creation of an on-line SF multi-levels game. Apart from normal previs process that usually aimes to simply get to the best visuals, this work requires thoruough exploration of all interactive sides of the game, as well. Previs is used to to predict/playout all possible outcomes of player’s actions and design respective visuals. Since our “weapon of choice” for this project is Anark, we’re actually having realtime compositing and VFX in cinema-style visuals, wired up with near-complete gaming experience. In this case - prototyping is really the name of the game : ) What we have rolling now goes well beyond classic Michinima realtime previs-quality movies, but also beyond classic garage gaming. This project provides an amazing feeling, as we’re able to quickly sketch-out game with most of it’s components, and have it’s both visual and interactive qualities on very high level in the extremely short amount of time. It becomes clear how future might bring out new generation of film/game makers. All-round-creators that will be able to work in each and every stage of the production, and author complete game/cinema title - in a garage… surely… “With a little help from my friends” : ) There’s no doubt’s that there’s a new cinema/games killer-combo coming our way in the future… Realtime pleyout of cinema-style content will become imperative, since players/audience will want things that thay want, when they want it, and the way they want it… it will be all “right here - right now”… No rendering please…
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