That's just plain broken. It shouldn't be hard to create a portable white-screen box for head-shots at least, to capture diffuse colour only.By the way, there were some earlier, higher resolution images that showed the resemblances as well. They had some small portable digitizer to scan the actor's faces and obviously used photo textures as well.
That's just plain broken. It shouldn't be hard to create a portable white-screen box for head-shots at least, to capture diffuse colour only.
I particulary liked the faces shown during load sequences. They looked pretty real and what more I think they reflected the emotional state of the character in a very good way.
It felt like a natural part of the story telling.
Or alternating strobe lights and high FPS cameras, or a couple of point light sources and a number of cameras significantly larger than the amount of light sources (either way to create an overdetermined system so you can separate diffuse from other components).The only reliable way seems to be to use the polarized light approach from Debevec's stuff. Skin is highly reflective and even if you have a very large white box to light the face, it'll still create a reflection... Then again it'd probably be considerably better.
By the way, there were some earlier, higher resolution images that showed the resemblances as well.
Speaking with Eurogamer, Cage revealed "that Heavy Rain is the end of my personal trilogy trying to tell the same type of stories with serial killers and stuff, in the thriller genre." It does appear that Cage has had a certain fixation with the morbid, with his previous works -- Omikron: The Nomad Soul and Fahrenheit (Indigo Prophecy) -- all centering around serial killers.
User Tests are the most sophisticated form of torture. It consists of shutting yourself up behind a two-way mirror and observing people play your game in groups of ten throughout the day. You see them not understanding anything, doing the first thing that comes into their heads, getting stuck for twenty minutes on actions that should take one. We see them not reading the instruction, not remembering what they did in the last scene, doing everything except what they're supposed to do. So we scream behind the soundproofed glass, we insult them, curse them, foaming at the mouth, we shrivel up, we beg to be released.
And as if that wasn't enough, then we listen to them talking about the game, still hiding behind a two-way mirror (real FBI-style). And we hear all sorts of things and nothing in particular, generous compliments, sound criticism, players who are affected by the game and those who got the wrong game, the ones who thought for ten scenes that they controlled only one character, the ones who missed all the sequences but who found the game easy, those who stuck to the story and the characters, those who wanted Ethan to have a gun. You really hear all sorts of stuff in this sort of test. I suppose that's the object of the exercise. And it's not easy to know what to think about it all, between the things that really don't work and the rest.
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Do you happen to have the link ? This is the first time I see other voice actors in the game.
Very painfull. And something I think should be present throughout the entire development cycle of a title, because there's no way of knowing how the general public will respond. Typically developers are a degree smarter than Joe Public, which means they will make logical connections that some of the users won't. And even then, as a designer you'll know what you are doing, but maybe make wrong assumptions about other users. I was shocked out how much people missed in my LBP creations. What I'd rather do now is testing during development, creating an idea and gaining feedback, refining it, releasing a better targeted variation, dropping ideas that clearly aren't going to work.Another article on Heavy Rain:
http://blogs.ign.com/SCE_HeavyRain/2010/02/17/137923/
It's about User Testing, and IMHO, happens to be the most interesting article on Heavy Rain yet.