7 months ago - Play New World - Direct link

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0s and someone was like Hey what if uh what
1s if the tentacle reached out from the
3s portal and grabs the guy and that turns
5s out to be really the cool the coolest
6s part of the
9s [Music]
14s scene hey everybody Welcome to forged in
17s aternum the show where we talk about all
19s things new world uh today we're going to
22s be talking about the cinematics that uh
24s are in the latest release uh for the
26s expansion and also for the msq revisions
29s that we did I am joined today by Brett
32s our lead animator and Eric our senior
36s cinematic animator and uh Nathan our
41s lead our lead cinematic artist who's uh
43s joined the team in the last few months
46s um and of course like so we'll just jump
48s in here the um you know adding
51s cinematics to new world has been
53s something that we've aspired to do for a
55s while it's been a long road as we've
57s added these in Eric you've been
59s fundamentally involved in and I think
60s everything we've done um particularly
62s some of these new ones though I think
64s we've seen some progress in what we
66s accomplished before yeah I mean progress
68s is a good way to put it uh we've taken
70s on so many new characters so much uh new
72s techniques like internally we we kind of
74s starting from Bare Bones kind of uh
76s starting a process that we hadn't
78s totally flushed out day one but we
80s definitely have picked up momentum in
82s both the amount of work we can get done
84s and also the quality of it when it comes
86s to dialogue and effects and I think just
88s general cinematic course graphy it's
91s working out right now I'm impressed yeah
93s I think I think it looks it looks a lot
95s better than I expected actually at one
96s point but I'm wondering when you when
98s you first saw these scripts and the
99s plans for this set of cinematics which
102s one were you like what the hell are they
103s thinking oh man uh well I think you know
106s when it's on paper before you see it I'm
109s saying that about all of them uh but I I
111s think when you start seeing some of the
113s storyboards and we start kind of
114s blocking up the camera I think you start
116s to see the clarity before that it's all
118s pretty confusing um there were some
120s scary ones that had the most amount of
122s dialogue that I think we've done here
123s internally uh and uh we were able to
126s pull those off which are great and I
127s think it shows kind of a path for more
129s complex cinematics in the future which
131s is important on the so the one that we
134s were talking about a little while ago
135s that I thought turned out really cool
137s the uh the Thorp at the portal scene can
140s you walk us through like the process
142s that you know yeah too much detail but
144s it's yeah I mean I think I think so
146s there you know a lot of that process
148s ends up being mine uh specifically but
150s but for something like Thorp portal
152s right it's a it's a complex scene but
154s it's important to kind of isolate the
155s things that are going to have to
157s probably peak in the Cinematic so you
160s kind of know how to frame them um and
162s then beyond framing them you kind of
164s have to time everything to that one
165s moment in the Cinematic that is supposed
167s to be kind of the uh the big gotcha
169s moment uh in the Thorp portal in
170s particular uh you know you have a
172s character that kind of gets snatched
173s away and kind of pulled into a into the
176s whole the portal hole and it's important
178s that whatever happens to that moment the
180s timing it all kind of crescendos at the
183s right time so something that looks as
185s simple as that needs to really have a
187s lot of thought at some early stages
189s right in the camera layout moments when
191s you're kind of timing out okay how long
192s is this going to take that going to take
194s and then before you know it you're kind
195s of working all your efforts towards that
197s kind of moment everything kind of gets
200s taken from the
209s visual
210s that was kind of the process and that
212s that's kind of how it evolved it's kind
214s of cool to think about how it evolves as
215s we go because I I can say when I we
217s first started talking about that one I I
219s was imagining Thorp standing there
221s threatening you and the narrative
223s whatever he said there was going to be
224s so important yeah um and but it turns
227s out of course like and someone was like
228s Hey what if what if the tentacle reached
230s out from the portal and grabs the guy
232s and that turns out to be really the cool
233s the coolest part of the scene it does it
235s does and it's funny because thorp's the
237s the actual delivery of that line could
238s have been played both ways could have
239s been really really more aggressive and
241s it could have been toned way back and we
242s went with the more ton because it felt a
244s little more ominous and it fit a little
247s better to the way the timing was working
249s out towards the end for that building to
251s that for that yeah for that technical
253s snatch so it worked out cool and Brett
256s you've been you know involved in this uh
258s thoroughly this whole time you know I'm
261s wondering what your take is on on you
263s know kind of what we've accomplished so
265s far particularly with this round yeah I
267s mean it you know it was obviously pretty
268s big stretch for you know just diving
271s into cinematics and not having kind of
274s the pipeline and and support completely
276s there yet so we you know just jumped in
278s and started tackling stuff and figuring
280s out as we go so you know this is just
282s kind of the beginning of it right now
284s it's these will get better and better
286s we're going to get more support more you
289s know um better facial rigs better better
293s character animation better cameras all
295s that's going to just keep improving uh
298s you know exponentially I would say of
300s these that we just did this round the
302s ones we did for the expansion with um
304s which which would you like us to see us
306s do more of like which ones do I guess
308s did you like the most I mean I I love
310s the Thorp one uh that one's great lots
312s of good action in there the argument
313s scene was was I like that you know it's
316s got a lot of Storytelling elements to it
318s and and like would like to push that
320s acting uh as well for for character
322s development for new world yeah you know
325s the big ones for the expansion are um
327s the menar charging in getting turned to
329s stone with
337s Medusa I think and uh and then Artemis
340s kind of rising up Nathan joined us in in
343s you know in progress here and coming in
345s with trying to you know kind of bring a
347s new vision to our cinematics you know
350s what's your read as you walk in the door
352s is you know are you like uh oh I made a
354s mistake
356s oh no not at all you know it's uh it's
359s exciting espe especially having a
360s context of of you know like six well now
364s 9 months ago there was there was nothing
366s there was no cinematics there was no
368s pipeline there was there was not much
370s happening at all and so to be able to
372s see where everything is now and being
374s able to witness what was pulled off and
378s what we're shipping with it excites me
380s so much what the potential is now moving
382s forward I mean the balls rolling you
384s know it was good to see that especially
386s with um prison argument you know a lot
388s more bodies on screen and choreography
391s and the cinematography kind of you know
393s elevating a little bit more um you could
395s kind of see the growth you know the
397s progression of growth from first igc
399s that was pushed out to to to to then
401s very excited excited to be here
402s surrounded by a lot of really fantastic
404s people brilliant artists you know it
407s would be just fantastic storytellers
409s that you know the in the osmosis too you
412s know you're just saying that no yeah
414s yeah yeah yeah yeah but yeah but but but
417s you know but but to that said you know
419s there is there is is a lot more people
421s um that aren't at this table that kind
424s of really push these igc's over the
426s table um over the line which is Chris
428s Chris Andress in production Kim wood igc
431s designer you know you got Austin our
433s audio uh lead and you know many many
437s more in engine um Eric Chu and yeah so
441s you know without without that Collective
443s this this all wouldn't happen and and to
445s be able to now work with all of you is
448s is fantastic so which would you so now
451s you can't say the Thorp one but which of
453s these that we released uh do you look at
455s as the best example of what we should do
456s going forward I think in terms of
458s structure and performance what we were
461s able to get in probably prison argument
464s prison argument or ion bench mark moving
466s forward wow uh and what to build on on
469s the subject of the prison argument one
470s because I'd like to talk about that more
471s because I think from a from a um a
473s writing perspective I can tell you that
475s the first time I saw that script it was
477s three times as long as when you guys saw
478s it um and I cut it down and I was like
480s yeah I think I got it trimmed up nicely
482s here then we share it and it's like
484s let's cut it let's and then now let's
486s cut it again and now you know and uh and
488s there's good reason for that and you
490s maybe you could explain why yeah you
492s know it's uh yeah there there was good
494s reason um and now kind of thinking back
495s I remember it having a much longer uh
498s presentation and also with that I think
501s on paper it it actually read well but as
504s soon as we started blocking in the
505s camera I think we realized that some of
506s the some of the things being discussed
508s and some of the the amount of work was
509s going to roll out of it um we were able
511s to kind of trim down some areas for both
514s to save time but also to actually um I
518s suppose the best way to say it is to to
520s to uh put a put an exclamation on some
522s of the dialogue that was kind of already
524s existing so we could actually cut some
526s out and it it would Elevate some of the
527s other things that were occurring that
529s that that igc in particular was probably
532s the highest level of choreography both
534s on camera side and character and uh the
537s camera side alone took me a while to lay
539s out because we're we're dealing with so
541s many characters kind of coming at camera
543s away from camera and having to switch
545s around and get people's reactions not
547s necessarily their actions um it's super
551s critical when we making these igc's that
552s you're kind of capturing people's
554s thoughts and not necessarily the actions
555s that they're saying so when you have
557s five people or four people talking it's
559s important that you're like shooting uh
561s you're not necessarily shooting the
562s dialogue that you're writing but you're
564s instead you might be shooting the
565s reaction or the the uh the the thing the
568s person's thinking about
570s so it's super critical and that one was
572s really um it took a lot of effort to
574s choreograph it it really did from the
575s camera perspective only the the
577s technical choreography of the map was
579s difficult as well because everyone's
581s kind of passing each other yeah um but a
584s lot of characters the um and you know I
586s mean I was super excited about this for
588s for giving you know that moment where
590s characters are arguing with each other
592s you know uh galahad's gonna gonna charge
595s in there to help uh look for artorius
597s inside this weird interdimensional
599s prison and Morgan thinks he's an idiot
601s and like just the relationship between
603s those two I thought um was captured
605s there which is which is fantastic and we
607s also had the player kind of show up for
609s the first time more more than any other
611s I igc we done I think right yeah I I I
613s think so and and you know it starts to
616s make us ask a lot of questions about
617s well what's the player doing in these um
619s especially in this one where he's in the
620s back and you don't want him to look um
622s you know not significant but you also
624s don't want him to steal the show so he's
626s got to kind of find his role in that
627s kind of choreography a lot of effort
629s went into that as well and to be said
631s those each one of those characters were
632s shot individually it wasn't a group
634s scene so choreographing all those
636s different you know beats of the story
639s interacting with other characters done
641s by yourself was you know I'm sure
643s challenging for Eric yeah yeah hilarious
646s because it's it's you know you know
647s that's that's me playing the part of you
649s know a few characters so I'm moving out
651s of my own way so um it's it's important
654s it's important to State how complex it
655s is but I think it's also important to
657s state that I think it shows the
658s potential of where we're going I think
659s it's the beginning of I think what's
661s going to be what's going to be pretty
662s cool as we move forward that's cool yeah
664s the uh you know to the extent that you
666s know we want to have the player more
667s involved in these scenes and have kind
669s of a you know be featured I think that's
671s something we want to do in general for
673s sure as we look at like where we want to
676s go you know we obviously don't want we
679s this is an interactive game we want the
681s player to be in charge of their
682s character as much as possible so we
683s really try to identify the best moments
684s where we can we really want to tell a
687s story beat but like figuring out you
689s know the ideal times to do those and how
693s long and how much energy like how do we
695s figure that out I don't know I'm just
697s guessing yeah I mean that's that's
699s interesting conversations with
700s especially the narrative designers and
702s and the and the game designers too is is
706s yeah
706s finding the right moment to enter a
709s scene you know is it is it right on the
711s is it after the death of a soul trial
713s right let the death play out or or is
716s there an emotional beat there that we
718s just recently tried to you know explore
719s with a new scene um and kind of carry
722s that into the cut scene and just see you
723s know see how that plays off and is that
725s a is that a good way to you know to to
728s springboard into the scene and um and
731s sometimes it works sometimes it doesn't
732s um you know so the iterative process too
735s is is part of our work we're we're
737s laying pavers down as we're running on
739s top of them and uh but uh but I can we
741s can see it we can see the tech
742s developments and and uh and I know what
745s our Northern Star is and that's exciting
748s yeah well there's I mean we also have to
749s consider that you know there's different
751s kinds of players who have different
752s levels of appreciation some players we
754s know we're going to skip the cutscenes
756s and you know and then there's the and
758s and whether it's related to that or not
760s I think it is related to that is the
761s question of like do we bias more towards
763s cutscenes that show like epic you know
766s action moments like the worm coming up
768s and you know and and the portal and
770s stuff like that or do we bias towards
771s these type of scenes where this is
773s argument and we're trying to get that in
774s the enhanced dialogue but I guess as we
776s think about like the value of igcs the
778s you know the actual cut scenes that we
780s take player control away from I'm
782s curious Brad if you think that we should
785s do more of these action scenes or more
787s uh I think we should do them both right
789s I I think it's good to get those good
791s storytelling elements draw the
793s characters out get PE more of a
795s connection with the with those
797s characters in the game and then uh I
799s mean doing some awesome action shots
801s can't you know can't complain about
804s [Music]
808s that
811s yeah it's the fun stuff yeah that's
812s right animator l i mean is it am I right
816s to say it's almost easier than this I
818s mean definitely I mean speaking as an
820s animator oh the action is so easy um but
823s so easy well it is but comparatively
826s yeah comparatively uh but the uh the
829s dialogue I think if you approach the
831s dialogue seems the way you you you
833s should or at least if you pay the
834s attention we should be paying to them I
836s think it's much more difficult to catch
837s the subtleties not just the subtlety in
839s the performance but also the subtlety of
841s how to capture the moment via the
842s framing right that's that could be
845s really pretty intense um it's they both
848s I guess I should say they're both
850s difficult in very different ways how's
851s that yeah that's cool makes sense um and
854s both yeah have great opportunities for
856s being useful in different parts of the
858s game yeah I think I think the uh I think
860s like the boss bottles and the Soul
862s trials and stuff I think really cool
863s mini cinematic moments not just
865s vignettes but something that really kind
867s of highlights the player plays off for
869s the for the customer for the you know
871s for the for the player who's playing it
874s uh you know there's a good payoff for
876s them as well you know there a good
878s flourish from their behavior and um you
880s know whether it be a a victory or you
883s know or even or mid battle something you
885s know those things that working towards
887s that we give a lot of flavor and value I
889s think yeah totally I think of it as a
891s reward I I think a lot of like hey make
893s make story feel like a reward um whether
896s players are appreciated or not like but
898s but give it to you as like a a a moment
900s that you've worked for in the game and
902s like and also make it something that
904s acknowledges the player and and their
906s coolness I mean cinematics do hold
908s another difficulty level if you're
909s thinking about the audience exclusive
911s right because the audience is pretty
912s smart and they're pretty sharp and
913s they're pretty quick so when you start
915s showing them these kind of cinematics
916s and we start adding more of these to the
917s game the more we're going to find out
919s whether or not they're picking up on
920s what we're asking or what we're saying
921s pretty quickly so we'll get Bor fast um
924s the action stuff keeps them kind of
926s guessing which is nice the dialogue
927s stuff is a little more difficult
930s because they're quick and they're
931s figuring out the dialog before it's
932s actually said and they're usually that
934s fast whether they realize it or not so
936s you have to be kind of one step ahead of
938s them so I think that that if we can stay
940s one step ahead of the audience I think
941s we can keep some of these dialogue
943s moments that aren't probably as
944s spectacular I think just as interesting
946s but you know I think we'll develop that
949s I think us and usually it might even
950s just be you know some subtle restaging
952s too you yeah cross a frame or you know
954s change change in space just to change
956s the dynamic instead of you know yeah to
959s eye to eye yeah absolutely yeah and
961s looking for those I like that too in
963s what you just said the uh the idea of
965s like surprising the player with what
967s happens in the scene there's a lot of
969s value to that rather than just okay the
971s scene is fairly predictable from the
972s moment you get into it it's kind of
973s important to think about those elements
975s that are a Twist whether it's in the
977s conversation or the action absolutely
980s that's uh that's always a good payoff um
983s cool well I think that's that's uh I
984s think that about sums it up and that
986s brings us to the community question what
988s cinematics do you want to see more of in
989s the game or do you what moments do you
991s think are worthy of a cinematic that
993s maybe don't have one right now if you
994s appreciate these conversations then
996s please like And subscribe it lets us
998s know that you give a about what we're
999s doing here and uh and we appreciate it
1001s and we'll we'll do more of them see you
1003s in a
1006s tum players who have dyed all of their
1008s equipment yellow if they want I I if
1010s design wanted to expose that as an
1012s attribute to our Matchmaker that we
1014s could do that we're providing the
1015s flexibility for uh game design to be
1018s able to make cool experiences for the
1020s [Music]
1021s [Applause]
1027s [Music]
1031s players