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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]