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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 |