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Heavenly Sword Developer "Mike Ball" Interview
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Q: Have you been able to break new ground in the challenge of showing emotion in players?
A: I truly believe so. The performance capture of the actors was all handled at Weta in Wellington. We were able to capture the facial expressions, body movements and vocal data of up to 5 actors all at the same time. A first for games and movies. The capture system really liberated the actors under Andy's direction to give a really powerful and convincing performance which was in turn captured in extreme detail.
In conjunction with a really powerful rendering system on PS3 we were able to replicate the actor's expressions extremely well. It's the subtle movements such as a lip tremble that makes for really convincing and believable expression.
Q: The early demo looks stunning including the amazing detail. Graphics have come so far recently. Is there a limit to how realistic games can get? What examples can you give of the eye candy achievable through being designed for PS3?
A: I really don't believe that there is a limit to how realistic a game can get. Look at film. At the high end the rendering techniques that they require uses hundreds of processor cores cranking calculations for many hours to produce a single frame of the movie. In games we have a small number of processors (admittedly far more than we had in the past to generate a frame every 30th of a second. To do that we have to be much more cunning about the techniques we use and generally we end up with approximations of the techniques used in film. We'll learn new techniques and new hardware will come along allowing us to improve even further.
To see some of the eyecandy PS3 allows, just look at the skin detail of Nariko's face when the game boots. It's incredibly realistic, down to the tiniest pore.
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