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0s | our approach with the 2.5 really helps |
---|---|
4s | us capitalize I think on capturing those |
7s | unique epic moments in a very fluid |
9s | gestural and also efficient manner also |
13s | we're able to basically make a lot of |
16s | them at scale which is really cool |
18s | [Music] |
19s | [Applause] |
24s | welcome to forge in a turn on the show |
26s | where we talk about all things new world |
28s | uh I am joined today by Lula Stuart and |
33s | sojin |
35s | and we're going to talk about uh the 2.5 |
37s | D Illustrated cinematics of new world |
39s | that we've added to the game to help out |
42s | to help flesh out some of the the big |
44s | story moments and and tell some of the |
45s | backstory of the world |
47s | and yeah just wanted to open it up with |
50s | particularly from from you guys on the |
51s | art side like you know we spent a while |
54s | developing the look of these cinematics |
56s | like what would you say if you will I |
60s | guess guide us through the process of |
61s | sort of developing the way we do these |
63s | visually |
67s | operation process but it was mainly |
69s | Steward working on how trying to figure |
73s | out the initial style what it's going to |
75s | be like so she has spent a lot of time |
78s | but I bet it was no easy task yeah it |
82s | was a lot of work |
84s | the first one the Tempest heart I |
87s | believe there was a wrecking or |
88s | Reckoning yeah |
90s | um yeah we um obviously it starts with |
92s | the script |
94s | um that's super important the script |
96s | really defines the the location the |
99s | setting it also defines major key |
102s | figures and the situation they find |
106s | themselves in it also defines things |
108s | like |
109s | what's the environment backdrop what's |
111s | the props who are the other auxiliary uh |
114s | secondary characters |
116s | um also it also it specs out time of day |
120s | it specs out potential camera moves and |
123s | so we take all that information as |
125s | artists and we basically |
128s | um |
128s | start at like the rough storyboard level |
132s | and a lot of it is basically penciling |
134s | in rough ideas for the shot the |
136s | composition and that's where a lot of |
138s | the iteration I believe happens and the |
140s | collaboration between the artists and |
142s | the writers occurs it's very Dynamic |
145s | fluid and very open I think so yeah yeah |
149s | but we've also you know as uh even from |
151s | the start we talked about how Dynamic do |
153s | we want these to be and we've kind of |
154s | settled on a level of dynamicism if you |
157s | will I don't know if that's a word it is |
159s | thank you |
161s | um the uh |
163s | you you know how how have we settled on |
166s | that and what would you say is what |
168s | we're thinking about is why we do it the |
170s | way we do it instead of having these be |
171s | like super emotion comicky we've done |
174s | something I think that's a little bit |
175s | more um leans more in the illustration |
177s | yeah we want to have a chance to |
181s | um show off illustrations |
183s | um like it has really solid composition |
186s | and we talk about that a lot and even |
189s | the poses carefully selected so we want |
193s | to show |
194s | um this beautiful scene a little longer |
197s | by we don't really like adding too much |
201s | emotions either because sometimes it can |
204s | look really silly so yeah we're also |
208s | relying on the animation component we're |
211s | relying on the masking effect from one |
214s | scene to another and there's a lot of |
216s | flare and character and grit in in the |
218s | emotion of it so that also carries a |
221s | part of the performance aspect I think |
223s | yeah that's cool yeah it's great and |
226s | okay so Lula so you've written a few of |
227s | these now |
229s | um walk us through the process of when |
231s | you first get the sort of the concept |
233s | for like hey this is the story we want |
235s | to tell and then where you go from there |
237s | for me it's breaking out what are the |
239s | emotions of the scene is going to be and |
241s | also figuring out like how many scenes |
244s | we're gonna have like I think we settled |
245s | on seven I don't know if we've ever |
247s | strayed from that and so effectively |
249s | what are the seven interesting chunks |
251s | that we can show the player of someone's |
254s | backstory or something that you know is |
257s | more predictive of what's going to |
258s | happen so surgeon when you were |
260s | mentioning about not wanting to have |
263s | scenes with too much movement I suppose |
265s | the way that I look at it is what is the |
267s | more like Dynamic Pablo we can show the |
270s | player what is the staging of a |
272s | character |
273s | some of that can be referential to |
275s | things that we already have in the game |
277s | or that you know behind the scenes I |
279s | know we're gonna have in the game so I |
280s | can sort of set up some nice callbacks |
282s | for later no spoilers and so after I |
286s | figure out what those scenes are then |
287s | it's really breaking down what are the |
289s | pithy things of dialogue that the |
291s | character who's narrating is going to be |
293s | actually saying usually it's two lines |
295s | per slide sometimes we stretch that |
297s | because pacing wise it works |
300s | and then and this is the way I kind of |
303s | like doing it since I know that Art's |
304s | gonna be working on it the effects sfx |
308s | is like what are some extra special |
311s | emotions that each person is going to be |
313s | doing in their department and putting |
314s | things together so it's not just hey |
317s | this is the story because me as a |
318s | narrative designer a writer I think it's |
320s | cool |
321s | is how does the how does this set the |
323s | other departments up for putting their |
325s | expertise into it and then that's the |
327s | long process of going back and forth |
329s | collaborating getting feedback from you |
332s | ignoring the feedback from you that I'm |
334s | allowed to they're usually addressing it |
337s | because it's good and then passing it on |
338s | to Art and then just going back and |
339s | forth until we nailed that and start |
341s | polishing it yeah the um you know to me |
345s | as I was thinking about it like I think |
346s | we've gotten better over time too about |
349s | you know |
351s | almost every shot has some kind of a |
353s | character in it usually a known |
355s | character name character an important |
356s | character and we're always kind of |
357s | giving you the emotion behind the |
359s | characters you just said and then we're |
360s | also the environment as kind of a hero |
362s | in all these shots in and of itself and |
364s | like we're showcasing these special |
365s | scenes and places in the world |
368s | um I'm trying to think I know you did a |
369s | few for the first one |
371s | um did were any did any of those stick |
373s | out for you |
374s | in terms of the environment yeah |
377s | um I mean or the one shot for sure yeah |
380s | the great thing about what we're doing |
381s | with the 2.5 is the fact that we don't |
384s | have to rely on like high quality 3D CGI |
387s | which is really expensive to do or the |
390s | in-game cutscenes which also require |
393s | existing assets but with the 2.5 we can |
396s | really broaden the world further we |
399s | could literally capture an epic battle |
402s | scene because literally it's a painted |
404s | picture of an army with tons of arrows |
406s | or whatnot and so the our approach with |
410s | the 2.5 really helps us capitalize I |
414s | think on capturing those unique epic |
416s | moments in a very fluid gestural and |
420s | also efficient manner also we're able to |
423s | basically make a lot of them at scale |
426s | which is really cool I know we also |
429s | think about where we're going to play |
430s | these in the quests you've been |
433s | wrestling with that recently yeah how |
434s | would you say that how do you think |
436s | about that like Okay so |
441s | I'm trying to keep this focused on |
443s | cinematics not just Quest as a whole but |
445s | I guess the best thing to say is sort of |
447s | like what are the moments of punctuation |
448s | that we either wouldn't be showing in |
452s | game or would it make sense to do it |
453s | like one of the nice things about the |
454s | cinematics is that it doesn't |
456s | necessarily have to be something that is |
458s | going on at the time and typically it's |
460s | not like it's a backstory that someone |
462s | is giving of something that happened |
463s | decades or centuries ago or something of |
465s | that nature so it's kind of necessary to |
468s | have them in this kind of perform but |
471s | placing it in the quest |
473s | I mean gosh I've done it at the |
475s | beginning of one area because it was a |
479s | good way to welcome the player into that |
482s | storyline that was going to unfold but |
485s | then for another one it shored up some |
487s | of the middle that was maybe petering |
488s | out Pace wise and then another time like |
491s | just like as a climactic ending which is |
493s | to say they're kind of variable in how |
496s | you can use them to maximum effect and |
498s | you don't have to say that like at the |
500s | beginning of a quest is when you would |
501s | start it that's kind of good because |
502s | then it has the hook for the player |
504s | visually and emotionally but it can also |
506s | be a good copper sometimes too like we |
508s | see with the Tempest Reckoning yeah and |
511s | that brings me to you know favorite ones |
514s | you know everybody has maybe their |
515s | favorite image their favorite video for |
517s | me like I really like I mean I love |
519s | tempus Reckoning I love tempus Rising |
521s | because those are kind of our bookends |
523s | for the main story but then one of my |
525s | other favorites is Morgan's truth |
526s | because there's this great like |
528s | narratively there's this great thing |
530s | where the players heard in fact through |
531s | 2D cinematics different stories about |
534s | more gain and what went down between her |
536s | and artorius and Merton and then when |
538s | you get to Morgan she like lays the |
539s | truth on you and people have called her |
542s | this scary way and they've called you |
543s | know they've said terrible things about |
545s | arturius and she she kind of uh you know |
550s | answers a lot of those questions I guess |
551s | you should refutes a lot of the claims |
553s | that have been made against her and she |
555s | comes off looking like a total badass |
556s | like the the art particularly made her |
558s | look awesome |
559s | um so that's it for me but I'm curious |
561s | from you guys what each of your |
562s | favorites was |
563s | well there's a lot of um |
567s | really good ones but the ones my one of |
572s | my favorite is still in production so I |
575s | can really talk about it but |
579s | um I have to say uh Tempest Reckoning |
582s | because |
583s | it's mostly point of art artist point of |
588s | view but um it has really strong image |
592s | of |
593s | Tempest and how she felt the corruption |
597s | and um it also that was the first |
601s | cinematic we ever done that set the tone |
604s | of our future cinematics and style |
610s | yeah I think I'm partial to The Tempest |
612s | Reckoning as well that was uh a fun |
616s | process for sure process of discovery |
618s | finding the art style |
620s | figuring out the pipeline was one thing |
622s | working with vendors seeing that rough |
625s | animatic for the first time come to life |
628s | was amazing so I think that'll always |
630s | have a special place for me more |
633s | recently probably the season two blood |
636s | of the sand seeing the giant worm come |
638s | out of the ground was |
640s | very iconic and how can you forget that |
643s | one right so yeah that's really yeah |
644s | that's a really good one yeah |
646s | um Tempest Reckoning as well no I'm just |
648s | kidding |
649s | uh I'm always on team ediana so the |
652s | huntress that fires off in Brimstone |
654s | sounds uh just because she's my favorite |
656s | character but it's actually kind of |
658s | interesting because there's so much |
660s | Exposition you get from that kind of |
662s | explaining the past of eternum and I |
665s | don't know what most writers uh |
667s | relationship is to Exposition I'm always |
669s | a little bit leery because it feels like |
670s | you're putting out a little bit too much |
672s | it's too expository obviously that's its |
674s | nature but I feel like that has a good |
676s | balance between her informing the player |
678s | about things that have happened in a way |
681s | that's pithy but then you get her |
683s | emotional side of things as well cool |
685s | the uh we'd be remiss not to talk about |
687s | the sound a little bit even though I |
689s | don't hear like so a lot of energy goes |
691s | into adding the sound effects here and |
693s | then giving these a musical score and |
695s | like and then of course we sit down and |
697s | we go through rounds and rounds of |
699s | iteration on these things like that's |
701s | quite a process we have a lot of back |
703s | and forth yeah between writers and |
706s | artists it's just a it's a really a good |
710s | partnership as well because I feel like |
712s | we're all passionate about telling |
714s | stories and we want to make sure we can |
717s | communicate that with cinematics |
720s | successfully so we have one goal and a |
723s | lot of times working with writers and |
725s | different teams but it's really fun to |
728s | work on because you bounce off of ideas |
730s | each other and |
732s | um |
733s | a lot of times there are a lot of us are |
737s | really open-minded and listened and so |
740s | it's kind of fun to work on |
743s | yeah I would totally agree that the um |
745s | it's also fun as writers and artists |
747s | we're so often have to deal with the |
749s | constraints of game design or technology |
752s | and this is the one for him where we |
754s | just get to do what we want to do |
756s | without anybody else and and I think we |
758s | do get very uh you know specific in |
760s | terms of what we want but it's and it's |
762s | interesting to see the different points |
764s | of view as you're saying I remember when |
765s | I was looking at some music we had on a |
768s | passive one that cannot be talked about |
769s | yet and the entire thing was like super |
772s | good but there was a moment at the end |
774s | whereas like the emotion wasn't exactly |
776s | what we wanted it was like super |
777s | triumphant which was cool but the |
780s | character was expressing something in |
781s | the vo that was more |
783s | feeling a little bit threatened and |
785s | worried and so as much as I like that |
787s | the quality of pass of that music it |
789s | wasn't exactly hitting what the story |
791s | needed then and so my feedback for that |
793s | is is there a way we can sort of like |
795s | bring it down a little bit and sort of |
797s | like maintain the consistency that we |
799s | have throughout but at least have that |
800s | moment where it's almost a bit of a |
802s | downbeat rather than like huge |
804s | triumphant moment which we could reserve |
806s | like totally for another cinematic when |
807s | it would work but better from the |
809s | narrative point of view yeah well is |
812s | that still in the process of getting |
813s | addressed that note uh I didn't check |
816s | but everyone's very diligent so probably |
818s | if not I know where you said that's the |
820s | thing yeah the thing is I usually just |
821s | throw my feedback out and I never really |
823s | see if it gets followed up behind later |
825s | I'll come back to a bit wait a minute |
828s | um but uh but there's a lot of you know |
829s | there's a lot of these we've made a lot |
831s | of them and there's a lot of um energy |
833s | and time that goes into them but it's |
834s | been a lot of fun it's getting better |
836s | and better and more fluid I feel and |
838s | more expressive yeah so yeah and I I |
841s | would really love it you know I would |
842s | love to use you know where we go going |
844s | forward I hope we do more of these |
846s | whatever that may be all right I think |
848s | we'll wrap it there and that brings us |
851s | to the community question which is uh |
853s | What uh if you've seen a few of these |
855s | 2.5 D Illustrated cinematics that tell |
858s | part of the lore part of a character |
860s | story |
861s | um what's a subject that you would like |
863s | us to cover in one if there's like a |
865s | specific zone or a part of the history |
867s | or a character who you feel like really |
869s | deserves one of these profiles call it |
871s | out you never know we might be able to |
873s | get it in |
875s | and of course please hit like And |
878s | subscribe because that's the most |
879s | important thing I say in this entire |
881s | video I think that's everything and uh |
884s | thank you for joining us today |
888s | but now I can turn my White Rabbit head |
891s | into a red rabbit head or a blue rabbit |
893s | head any skin you have except for |
895s | weapons can be dyed any color you want |
897s | which I think is really exciting |
899s | [Music] |
900s | [Applause] |
906s | [Music] |
910s | [Applause] |