Guild Chat - Episode 88
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Guild Chat - Episode 88
- Title
- Cinematics
- Host
- Rubi Bayer
- Guests
- Chelsey Shuder
Da-Hee Im
Greg Bekken
Jason Byfield
Chris Burgess
Emilio Pujadas - Date
- July 12, 2019
- Official video
- YouTube
The following is an unofficial, player-written transcript of the episode. The accuracy of this transcription has not been verified by ArenaNet.
The 88th episode of Guild Chat aired on July 12, 2019. This episode of Guild Chat features six members of our Cinematics team: Chelsey Shuder, Cinematics Director; Jason Byfield, Cinematics Marketing Lead; Da-Hee Im, Cinematics Animator; Greg Bekken, Cinematics Artist; Chris Burgess, Cinematics Audio Lead; Emilio Pujades, Cinematics
Transcription[edit]
is in my eye hi teria welcome to guild chat happy Friday I'm your host Ruby and today we're gonna be talking to a whole lot of members of our cinematics team about making these cinematics that go into our game and our episode trailers good to you guys so we have a whole lot to talk about we'll get right into it I'll let the three of you introduce yourselves and talk about what you do for cinematics hi well my name is Chelsea and I am the cinematics director it's an overview of like what my responsibilities are so I managed the team in both kana Kraft development and career management also I'm a hi I'm da hey I've been on this show before but I'm a cinematics animator so I make our characters and creatures and whatnot move and I also do storyboards for the team so I'm Greg cinematics artist do you pretty much from previous all the way through the end of the cinematic all right so you guys are Group one we have another group coming up later from our cinematics team but there are two categories of cinematics let's kind of start with that in-game cinematics and then out of game like the marketing trailers like the episode trailers that we give to all of you so can you kind of focus through the difference between those two get us started yeah so the team develop it develops both the in-game cinematics that support the golden path story that we see in the living world episodes and we also support marketing with the episode trailers so you'll get to talk to Jason later who is the main point person for the making those trailers the difference in their development more is about what is the outcome we want from these cinematics so the in-game cinematics are about you know supporting the story making sure the whole golden path is impactful the whole way through and the marketing trailers is to get fans really excited for the upcoming episode give a little tease give that information and it's a way to connect with you know everyone who plays the game yeah I can let people know what's coming to ya all right so for this segment we're gonna be focusing on in-game cinematics and they're it's turning into like a flowchart but there are two kinds of those too right yes there are and they even branch off further from there so okay so stylistically there's the painterly cinematics and then there's the 3d cinematics I'll just call him the 3d cinematic upwards and the basic general difference between those two at least it started to develop I would say in season 2 that it was a story choice to have the Illustrated cinematics be more about the past or a prophecy and the 3d cinematics were about the present so anything happening there with the commander was what you would experience in that 3d because it matches what you see in game and then from the 3d cinematics you get branching do you let me talk about yeah going to yeah so because the Illustrated always has to be pre-rendered there's not a good way for that to be runtime because a lot of the assets are already you know pre baked animation sequences the 3d cinematics can either be runtime cinematics or pre-rendered cinematics and I know there's some questions later on those I I could dive into that now or we could dive further into it later let's go into it a little bit and if you have more questions that we don't address during the show you will you can ask questions in chat at the end of each segment we'll take some of those as many as we have time for so yeah go ahead and address a few of those now so the runtime versus pre-rendered in general runtime is a little bit more crisper like people have noticed that visually that it's you know it matches their graphics because it's just pulling from the engine and setting up the camera and telling the characters to be in this place it usually is a lot there's some like downstream considerations we have to take into factor when doing runtime because it's more of a heavy lift on audio it's a heavier lift on design and especially QA because the moment let's say one our asset we brought into the cinematic changes or its path has changed and it's not caught till the ends like because it could be a last minute thing that needed to happen it could break the whole cinematic and it could stop someone from advancing in the episode okay so you know there's a lot of those considerations to think about when we want to do runtime and just make sure downstream teams are aware of this additional time we have to kind of focus on that versus pre-rendered you know I'm gonna have kind of Jason explain more about like what codecs we use and the software involved but pretty much it is a you know we render it out from the engine but then we do have to kind of compress it to make it into a video that we put into the game but it's usually a safer package because it doesn't have downstream team sure scope concerns okay all right that helps clear that up a little bit yep so why don't we just kind of walk through the process of making one of these in chronological order does that work and you guys actually brought along a lot of cool images and videos to kind of explain that so I have this we can just kind of run through those whenever you are ready okay all right so where do we start well let's start with the first stage which is talking to narrative about what is a good cinematic moment for the episode and also coordinating with design when is a good moment to have that story moment play out you know we want you want to get closer with the character and see more of that emotional moment versus it being a gameplay moment so I'm usually in initial meetings with narrative and design once we get a little more of a solid feeling for what the Cinematheque shall be I will either bring in like Greg or dahi depending on like who wants to do like storyboards or just go right into the previz make sure that like scope concerns are not you know something to consider when a moment is being developed into a cinematic sure once we are greenlit for that script I usually will hand off the script to you know Greg or dahi depending if you know storyboards or not and I'm gonna kind of let them take it from there okay so let's do well I get I mean I could do the mom know talk about storyboards Oh okay I make I don't know what you want to know about storyboards I create them I so usually I don't leave yeah yeah perfect here you go oh thank you okay so this is actually an example of Kate's branding it is completely incomprehensible basically I took the script I read through the script I decided like these are the key moments that I really want to hit and I'll usually go from the top of the script to the all the way to the bottom just scribble out like and I think this is how the camera should be here and what it should be here and how they would cut into each other and what the characters are roughly doing I'm actually considered like trying to pitch that initial first pass to Chelsea and the rest of the team and then I like took a step back and like looked at that sketchbook page and what I can barely read this so yeah but it starts the process of getting your thoughts down on paper yes absolutely because if I start with just like this so you know after that initial stage of just scribbling in my sketchbook I will go into sort of like these thumbnails it I have tried just starting from here before and every time it is like this paralysis of staring at a blank canvas and going weird I don't even start yeah yeah exactly so yeah after I do the sketchbook mess of spaghetti then I'll do you thumbnails I will go and pitch them to usually to Chelsea and whoever else needs to be in that meeting show could be notes I'll go back to the drawing board do it again and you know etc etc until we arrive at boards that I then hand off to a layout artist like Greg but I liked having it in my hand yeah so da he does storyboards and we start planning it out in engine basically I think we have an early kind of prototype that just uses rough assets assets that aren't finished and kind of in the world so we can show that yeah let's take a look at that to get context it's alright speak through me No you I am NOT him so yes event that was yeah that was the the very early previous that the purple dragon eventually turns into a rain the kind of silly animations on katha just to try and get an idea of what is happening just canned effects that are already in the game we just throw it all together to try and get the feel and and be able to kind of pitch it to the other teams to to say here's here's what we're thinking here's where we want to go with it I notice Kate looked a lot different than she wound up yes yeah yes definitely I mean it goes through iterations character team creature team work on all that stuff so it's it's a very collaborative process yeah and so we have I think we have a couple of other of the process because you know why don't we go ahead and let's look through the you just want to look through like all three or four of the progressive ones at once and then we can talk about it yeah sure okay sweet let's do that you it's alright speak through me okay you I am NOT him yeah you it's alright speak through me case you I am NOT him so as you can see it progressed a lot from the first one already there's a lot more polished animation in there but more animation to do the effects are still old effects that'll get switched out and the the area of the map is still being worked on at this point so there's a lot of work that's gone into it this is probably easily a month of work but maybe more at this point and we probably still have a month or so left to go I guess on this we have that flowchart we do that yeah yeah show that so the the videos that we just showed goes basically all the way through until would you say final layout or rough layout no that I that is I mean it blends together I would say that it's mostly final layout there's probably camera tweaks that still happen and that sort of stuff right and some of the map that comes together but it's pretty close to like what the shots will be at the end yeah roughly it has like this huge whole separate flowchart yeah yeah direction is like its own its own thing but so let me walk through this if I can now that we've seen some examples there's a nice visual tie-in to kind of like the whole production so pre-production is yet we talked about the script we saw the storyboards we saw kind of like that animatic that had some of the in-game you know animations that Gregg just put together as a proof of concept we have the rough layout then we go into that mocap rehearsal we're getting the raw mocap in and then when can we get to the next flowchart that has production yeah so production even though it's sharing kind of like it looks small this is actually the most meaty part of the cinematic because it's just a lot of back-and-forth iteration so as animation is getting into its polished and it's a constant review loop that you know Gregg and da he can touch on later there's always camera adjustments happening usually you don't do final cameras until your body animation is done and it's you know the LIA artist just wants to make sure that like let's say the animator wants more room in the scene to lift up the character they stand up from the chair and the camera initially just framed the character sitting in the chair well then now the layout artist and animator are going okay so I'm gonna have the character stand up because there's just emotional beat that makes sense for them stand up and then the camera is going to get adjusted to follow that character up or you do a second cut but usually it feels better if it's just like a flow up go back to the chart so that is a very lengthy process while that's happening like our assets are getting polished or changed like visual effects we saw like the model for Orion and Keith are different those are still getting finalized and at the same time like audio we are you know in touch with audio we also we're back in pre-production we have to start scoping out any like Story sound effect moments what the music should be and you know Chris can speak more to that later how that ties in so while we're in production those are getting polished as well and the music is you know getting different passes to see how it fits in there when we get to post and again this is you know for the second group they'll go in more detail but if we go back to that flow chart post-production is we get so once we have the final render and we're going to see this when we're done talking about the flow chart we get the final render then it has to be localized final audio has to be implemented and then put into the game and then QA testing mm-hmm and just by the way I color-coded that so that all the red sections all the red boxes are it's stuff that our time our team does specifically the cinematic scene everything else it's not red is other teams so like there is there's a lot that happens that our team is not directly responsible yeah but you're working with other teams and it's not just hey cinematics will just knock this thing out we'll just like fraps it or something right yeah it is it's a hugely collaborative process and you know there are a lot of cogs I have to move together yeah all right so do you want to look at the final render down so then after all this time we get the final render yes it's alright speak from me [Music] I am not so good you guys yeah obviously it's a lot more polish the effects are done music sound all of that is in their environments done so it it's looking amazing alright so that's that's a part of getting it from beginning to end and there are other directions that you guys can go with this do you want talking about mocap a little bit because oh yeah we've been making use of that and he brought some really good videos yeah I don't know it's um the the way you know most of the game is hand keyed and so mocap is more of a tool let me stop you for a second and have you talk a little bit about what hand keying is yeah hello for it so when Chelsea says hand key she's talking about kind of no more of your what people would think of like traditional traditionally no hold on if I say traditionally animation people are gonna think 2d animation and that is not what this is obviously but it's like I do not know how to explain this and not technical term so I'll do my best but it's for instance if I'm gonna like wave hello right when we say it that's gonna be handy do you have a pose here and down here where my art when my hand is just resting and then you're gonna have a pose up here where I'm actually hit the peak of my wave you know and then there's all this stuff that happens in between like how am I gonna bring my hand up is my I'm just gonna do this is it gonna be more like this like there's all this stuff so when you hand key it you know you're literally like doing a pose here doing a pose here doing a pose somewhere in between here and you're messing with all these curves and it's it's it's a whole process you're physically you're going in there and you're physically making every bit of that flowing motion happen exactly whereas with mocap you we bring in captured data of an actor doing this there are a lot of skills that are shared between the two like at the end of the day you are an animator you have to make this animation sing and that requires a lot of the same skills between hand cam and mocap it's just a different process and different like way of thinking about it yeah I mean a lot of times when we work with mocap it it comes in imperfectly so there's a lot of cleanup that has to happen there's also it comes in fairly stiff and so us as animators we have to really loosen up the body and the hands and the head and make it feel good so this is the program that we use to capture and clean up like completely raw data so this is not even like on our models or anything like that it's just like points points that's right points in space so kind of without getting too technical because I honestly do not know the technical details of this but from what I can understand we have all these cameras and like us and like an oval and they are blasting light and we have these like little reflective balls attached to various points on the actors it's like basically a just a Velcro suit their markers yeah yeah they have a reflective material on the right exactly when we talked to them to the mocap guy who actually he works for the company that creates all this equipment he said that one at one of us like yeah having fun playing around fooling around having a good time just seeing how the mocap works yeah exactly and I think there's so so for people who don't know in the audience um we our team does all of the mocap we are our own yeah we are the actors exactly it's save some money it's just kind of a nice way for us to to control the creative process and it's just like be easier - there's a lot there's a lot of iteration that happens and so it's much easier to just be able to go down there and iterate one day and then go down there the next day and do it again rather than having to try and call someone in all right because our makeup studios here in the building it's just yes downstairs like literally downstairs yeah yeah but yeah anyway so I was talking to that mocap person yeah he says that the reflective material is literally just like teeny teeny teeny tiny pieces of glass suspended in like a sort of substrate I thought it was really cool but not eat the markers you I mean I don't think you should have eaten them you didn't know now we know the glass can't eat them sure I have a new thing I'm scared of that took such a weird turn you got okay so we've got the markers basically a Velcro suit right and that's kind of a process in itself like starting with rehearsal yes perhaps in the hallway by the kitchen yeah we have video we do want to see sure you gave it to me you can't look at me Oh gave it okay but you approved it I was there when you said it was okay all right the riffs dr. Graham [Music] actually stay low we've got a risk soccer on our tail mother hop around we can't let it be red you want her to say it right after she comes out anyone who gets turn around again set works okay it's set to take them out right so there's once you like as soon as you come through the very nervously checking out everything in the background okay so where is this just like let's just see what this might look like I have a random bow under my desk because reasons I do Archer Chelsea okay yeah that doesn't explain why you have the bow in the office it's still there just haven't taken it home yet you know cuz I'm another boat home that I actually use this is anyways so that was for heirs return and we just wanted to yeah see like how would the scene look you know with air coming out of the portal some of the mechanics are like holding the bow you know of course like my footwork was I could but all right your own worst critic I always but it's good to kind of like get a sense for like what the scene is it kind of it saves time because like if you're going in hand keying everything usually you know a lot of that we have to be fleshed out more in storyboards versus just getting people down there and like let's act this out let's get this you know figured out from that kind of staging sense right and also the the great thing about mocap I mean so as an animator like obviously Han key animation is very fun and and that's what I learned in school and whatnot at the same time like the way that mocap should be viewed in my opinion not to like get on a soapbox but it really your soapbox it really helps save time in terms of like if a person is walking across a screen like walk cycles take a really like they can take a while to do especially if you know you're changing the pace of the walk like if someone's slowing down just really subtly to like look at something on the ground before they you know maybe they start walking a little bit faster because the thing they saw in the ground was not something they wanted to see you know all of that to hand key it would take a lot of effort but we essentially get like the timing and some of the body mechanics of that for for free you know free in mocap it's not free you have to rehearse it you have to capture it you have to go down put on the soup but the markers on all this stuff and then clean it and stop eating them yes stop Chelsea from eating the markers I won't now cuz they're made of glass [Music] anyways um but yeah moco is just really really useful it's another tool in the toolbox exactly exactly and both of you have been mocap actors yes yes got my first chance with our newest thing things that's it of a Greg yes Greg you've been a braum yeah okay that's extremely cool yeah it's fun I mean as an animator myself also it's like I prefer to act things out anyway and so I think it's just it's a very natural process I guess to do mocap and it's been fun doing it so yeah you'll see some of Greg's acting in the episode 6 trailer when the next team coming and walks through that oh yeah I was like yeah alright so once you've got it captured you've got you've put the capture suit on you've got all of that what happens then okay okay iterations uh well I mean no hold on we have we have other stuffs before we even start animating so we have the raw data the the raw data the way that we capture the data like I mentioned is shine a light the little markers reflect it back and you know the cameras will capture its position in 3d space every now and then markers will not be seen by enough camera so you know if if you're clasping your hand like this then the markers on your wrist will not be seen by the cameras they're velcro and they fall off sometimes yes they're velcro and they fall sometimes sometimes we have characters who need to fall on the ground and then their entire back markers are gone oh no that happened this is like story I need to hear at some point yes so with when you have gaps in the in the data like that you need to go in and essentially like use different kinds of math essentially to predict or to high pot like yeah yes guesstimate where they might have been at that time so it's it's really confusing because mocap cleanup can refer to a couple different things but like when we're talking about raw mocap data cleanup that is what we're talking about we're cleaning up all these little gaps and like little weird hitches like every now and then if your arm is like passing across your chest then the cameras will think or the program will think your wrist marker is your chest marker for like half a second and it looks really really really funny um so you know that cleanup is something that I and our one of our tech artists foul we do that most of the time and then afterwards we will what we say retarget so we'll take all the little dots that you saw in that video with the raw mocap data and basically like line it up to a model and then put put the data on that rig and then take that rig and put all that animation data into our gw2 rigs it's a whole long process it's all I'm trying yeah it's okay this magically turns into brim now no no it's like this is dots and then dots become gray dude and then graded becomes BAM yeah yeah but even then after it becomes brown there's no longer work in the flowchart when it says animation polished review animation polished review and it has a cycle that's I mean that's literally too much it's like two years of that cycle going back and forth back and forth and back and forth it's yeah so what's that like what's the real work the the work that takes longer that's that's the Hardwick Madhavi and Valdez like cleaning up the Datsun figuring out what dots are supposed to go where but then the animation that da he and I do takes months basically where we you know if we have to have a character point like that he was talking about before you know then maybe someone wants the point to be like this maybe someone wants the point to be like this and so we go through rounds of feedback of what looks best and what makes sense with the character and obviously the point is a very simple example you think about an entire cinematic and extrapolate that out it becomes a very long process of feedback what works for the character it and and fixing things basically so making it look pretty in the face because that does not come in with the mocap data right we do not do so there is such a thing as like facial capture but we do not do facial capture here all of our facial animation is hand keyed and so stuff like cloth and Tails and like little sometimes like we have some hair controls so if we're lucky or unlucky depending on how you think about it um ears for instance on Asura we all need to hand key those because you can't capture motion data of that of like assert your is I would be pretty bonkers okay I didn't think about that that is even those tiny little things hand King that because we don't have a literal Asura down there with markers right tips of their ears oh that's actually a really nice details so we the beauty of mocap data is that just because of the way that we the because of the pipeline we can take a regular-sized human being like you or me and put that data on an asura and it looks fairly convincing I mean there's a lot of adjustment that we need to do to Sura and or like we could even put the data on our on our char and like absolutely we there's a lot of work that still needs to be done especially because char I have like such long necks and you know their posture is very different from how just human body posture is but the data still will get us like 50% there so gives us mechanics and timing and that sort of stuff that all needs to be adjusted but it gets us some way right exactly exactly so who does the adjusting is that a just a collaborative process or is that like you going in there and saying okay this is what the neck is like I mean that is like what da he and I do basic is the adjustments of how the characters are supposed to move and what they look right and stuff right and sometimes mocap data can be very janky and like do all sorts of stuff and we'll clean that up well I think Greg mentioned earlier that sometimes mocap data or oftentimes it will be very stuff especially in the spine and human Spartans are like very flexible and they're very expressive and we don't always get that in our in our mush capture data so we will add that back in you know fingers we don't get finger data mm-hm yeah and I don't know just really really little thing like you can be as big as the entire mechanics of how the spine moves and like there's sometimes we need to add a lot of weight back in especially for our Norn characters they're very big they're very heavy and we don't have a literal like five hundred pound yeah like eight foot tall person in the studio but like there is a way that a 500 pound 8 foot tall person moves that just can't be replicated by someone for instance like me I'm five foot three like yeah I just can't happen so we'll add the weight back in and and and whatnot and that is like it's a really long process it takes a long time and then on top of that the face is the cloth the tails that you know all that yeah the facial takes a long time if you think about we have to basically move the lips and in the eyes and all of that stuff individually and so every word that you say just word itself is through at least three different mouth shapes that you have to do just word and then you think about all of that through each of the cinematics facial it becomes a very a big part of what we do and the expressiveness of the eyebrows and cheeks and all that sort of stuff right right and our what when GW was first created the characters were not ever envisioned to ever need incredibly expressive faces that was something that we decided was something that we wanted to do later on yeah that came later yeah so it's been a it's been a long process of getting our faces up rise a little bit adding more controls so that we can make those mouth shapes and like make the eyes really expressive and so that we can avoid as much like uncanny valley as we can thank you stop no actually I'm just sitting here thinking how many of you were sitting at your computer just now going and just focusing so hard on what your face was do some of you were doing that like literally that is sometimes what I'll do we do just I will I have a little like tripod thing for my phone and I will take reference video of myself saying like cocoanuts see how that works all right so that's that's I feel like I can't say that's all the process to getting it to live because even now you're just kind of skimming and touching on the high level stuff aren't you right yeah there's there's a lot how long does all this take about average is four months right now something like djoko's we call it Joker's victory win you know it was no are we allowed to do some boilers yes mark can do then you don't have to I just wanna sowed three if you know episode three or maybe someone has played through it yeah you haven't played through these spoilers stop listening Oh bark sounded okay great uh that's okay I just want to make sure all right you know so cinematic where Joko has the commander tied up and then Irene comes and eats him that was about eight to nine months cycle we were able to hop on that one early and it it shows like you know the more time we can get to make these cinematics okay it was so good yeah part of the reason that it was so long also was that was actually the first cinematic that we used mocap for yes so figuring out that new pipeline and how how we go about doing that was was also a part of the process but it is very high quality cinematic and it took a lot of you know it's two and a half minutes right you know our average is about a minute a half so like two and a half minutes is it clocks it one of the longer ones and also part of maybe a very very small reason or part of the reason why it took so long is because we really wanted to have the player care during that cinematic yes so that adds a whole other dimension so for if I can speak to that yeah so for that one it's it's funny that was the first assignment that I ever did for the cinematics team I was still an intern on a different team at the time on our gameplay animation team but they wanted someone to really quickly just have like do a frozen pose in the air of the of each race and gender of the commander so my animation lead said here this seems like a great task for an intern go familiarize yourself with our player character rigs it's a good learning opportunity yeah it was good I would say if I had to do that now it would not have taken as long as it did but as an intern like it took a little while and if you can imagine like that is just a static pose essentially yeah the commanders just in that bubbling frozen right exactly and there's like a little bit of drifting and like whatever but it's just like it's a very simple thing compared to for instance with the last cinematic that we had the the finale of season 4 this probably actually deserves a spoiler alert but whoo yeah yeah as well and they were actually doing stuff and moving and and whatnot no but as you can imagine that I mean in our game the player you can customize him or her to be what you want basically so we have to deal and this American you have to deal with different heights how high how short they are armor sizes if they're bulky or not and so that really affects like how the camera can be positioned for example and over the shoulder shot of a char won't work on an asura it's too small yeah sorry will be completely not right so you have to you have to make multiple cinematics then for each each character basically down to like a light armor very willowy sylvari versus a heavy armor char or normal right part of testing the wildly different yeah and just imagine you know even if you can keep the camera in the same place how much more a frame space that they're going to take up you know sometimes we want the camera closer in on the commander so they're bigger on the screen well if we get in too close on a chart you're the cameras gonna go through their body but if we're too far away on an asura they won't be this foreboding like presence on the screen that they want their me or that we want them to be so and even if we don't adjust cameras you still need to have multiple scenes right yeah so just player character always creates a problem for us we try to put them in there when we can but it's it's a lot more work so that's where Emilio and I come in and you guys will be Emilio here shortly and we have to make the hard decisions of balancing that against delivering on time right on time yeah because time and workload are a thing that you always have to consider yes and the player character just some quick math out there will create 10 times the animation work 10 times the audio implementation work 10 times the game design implementation side of it and then 10 times QA Hastur tests and smart hyperbole this is yeah you know just like oh it's kind of a lot it's yeah and I could go into phases but the phases is more than ten times but I'm not I don't want to pull up that number so it's a lot it's a lot if you think about it our we have so many customization options for the face I mean for the entire character but like all this little slider is y'all like it's a lot of options that we could do on the face and yeah for instance let's say we want a character to look like surprise we want your commander to like do a surprise face you know there are some people who have characters with eyebrows that are up here so if we eat stretch it like any further up they're gonna go like off their face you know so it's it's it's a lot of things to juggle and to think about when we're not only scheduling but if we put this facial animation on the commander is it is it gonna read exactly the way we want it to read for every single possible face that people can make yeah which is a lot so yeah we try to save it for really special moments just like you know is it Illustrated versus 3d okay well what's the story beet moment here right and then like when can we try to put the the commander in against the schedule or running and so like you know Joker's victory it's like can we do this yes let's do it the end of season four could we do this yes but both of those had early start times so like even you need lots more time yeah what we call I don't know we did the spoiler anyways end of season four cinematic again that was also about an eight month cycle if not a nine month cycle to work on yeah and the thing that you were saying about you and Emilio the director and the producer have to come in and make that decision yes because you could technically say okay yes we want to you know this is the player we want to get the commander in there and all of his or her iterations and we want we want the commander to be a big part of this cutscene great that is a wonderful decision for you to make right so what does the rest of cinematics stop working on in order to have time to do that what does QA stop working on in order to have time to QA right this new what do what do the other teams that are involved what does audios working on what other parts of the game have to be sacrificed to great because we're not I mean arena it's philosophies like we're not we're not about crunch we're not gonna it it will be we are cutting something from the game and not you are sacrificing something in your life like you're yeah but that is we are allowed to go home and eat food and sleep sometimes your families yeah allowed to see our families and so yeah that is the decision that gets made is what gets cut from the game yes versus what can we do and still make this cinematic amazing right because I feel like there's been an ongoing consensus that and I'm I'm going to back Pat you just a little bit there's been an ongoing consensus overall through our community that the cinematics both in and out of game are extremely good and I know you guys work really really hard and it shows but there are limits to time and workload yep all that knowledge all that has to be balanced yeah so do you guys want to answer some more questions all right well I will let you guys take whichever ones we haven't touched here okay so the first one I don't know let's see so on average how much work is it to create a pre-rendered cinematics to an in-game one which one is easier to work with so let's you make so I would definitely say pre-rendered is easier to make than in-game there's some additional things I didn't quite touch upon other than like downstream teams having a little bit more workload for runtime cinematics with pre-rendered we also can do some more animation cheats and edit in post editing software instead of you know having to line up the animation perfectly an engine otherwise you'll see a little bit of a pop if the character is not exactly lined up it's just nice to kind of like rearrange the carrot slightly to camera if necessary so we can decisions yeah we can we can refine compositions better with pre-rendered so there's also like a stylistic choice that goes with that you know it allows us to be a little more I guess creative on the filmography side versus runtime and so how much let's see it says work I think yeah you know yeah yeah and then what factors did you consider when deciding to use pre-rendered versus real-time cover that well one of the one of the big factors to with pre-rendered versus real-time is if we ever want to have the commander in there it has to be real-time that's true because I mean we can't pre-render every possible iteration of the commander that my Saturday that is gonna stretch infinity hours long yes before we get to the next one we do I'm kind of watching the clock we have a little bit of time if we want to take a couple questions from chat we can do that okay as we work through these yeah anyway go ahead we talked about the player-character so that's the next two there yeah I heard any plans to incorporate the players that's why yeah okay how much more difficult is apparently cinematic compared to a more traditional cinematic using solely 3d models I would say painterly is a more costly cinematic to make than 3d just because we have to outsource the concept art or even like get time from the concept art team here to create those assets and then they go into you know After Effects is the program we would use for that and you know animate it and it has a lot more iteration time on average those take about eight months to make just one illustrative cinematic versus a 3d one could take us about four months if it's not having that you know play a character or like a bigger Longer moment to it so it's definitely needs more time it has less input coming in though from different departments so it's usually just like you know concept art and in the cinematic artists working on it versus a 3d one has more coordination between the effects team you know the modeling team the tech our team for rigging so there's a little more involvement there and like the environment team and lighting and all that mm-hmm can we hit on what cinematics we are most proud of because yes is a fun question what cinematics are most proud of and which were the most challenging yeah I am really proud of jocose victory I thought you know it was utilizing that new kind of technology of mocap and it just it just everything about that worked great like you know that the monologue of the video that came in the animation put into the cameras lighting everything just really like came together and I also really liked the episode six trailer I think I thought that was you a challenge put on to the team and it came out really well so those two I am very proud of I noticed that all six of you looked a little broken everybody got like this little look on their face so it just it took a really long time it was already a very depressing trailer to work on but just imagine like we had the huge snowstorm and then you know it was all in the middle of that so that's just like lengthened the amount of time that we spent on it it was I want to say that for Jason talked more about but I just remember we came out of the brainstorming session and I immediately went to you dahi because I love teasing dai-hee and going so I signed you guys up for more animation work you're welcome and then just walked away like the horrible boss that I am so I was in the think of doing the the season 4 finale at the time so you know yeah yeah so what about you what's your what's your favorite and what was your biggest challenge just I would I really liked the season 4 finale which maybe like a superb I don't know typical answer but it was just it was beautiful it's also interested I animated Orion for the entire for the entire scene so that was like kind of a point of pride for me it was it was it was really the first time that I ever did a quadrupedal animation so like I felt very honored that the team trusted that I would be able to do that and pull it off it was also like very stressful because at the time I was like am I gonna be able to finish this am I gonna be able to pull it off is it gonna look good etcetera etcetera etc but it was really fun yeah yeah I mean I think my favorite cinematic is is probably the joke Oh cinematic also it was big undertaking a lot of new technology that we used and I think like Chelsea said just the the quality that came out of it was really good so proud of that one I think the most challenging one that I've worked on has to be probably dragon Falls what we called it and that just as you can imagine working with a dragon that is the size of a continent is a very difficult task and so that that one had a lot of technical hurdles and was a challenging one to work on um Wow this and I'm trying to pick a favorite listening to all of you I was like that they were all so good yeah choose one no no it's my joke his victory was probably the one that hit me the hardest because I remember it wasn't even like it was in one of its earlier iterations and I still remember sitting in my desk watching that and when Orion came flying out of the side and just slammed in him I jumped in my chair and again it wasn't even done yet it was it was that was the one that had the biggest impact on me that moment is actually a great example of how we collaborate with other teams that or Ravine animation we had to I mean Cuomo outsource it in sources but maybe a better term yeah looking at source yes to the animation team we had an animator on the in-game animation team do that animation for us oh wow yeah yeah it was it's it's great when we were able to borrow time from them but you know sometimes that's not always possible yeah look at that time well we have about five minutes so do you guys want to touch on some of those and one of them we have yeah I think we've the lip-sync one yeah yeah do we want to talk about which scenes we choose to do cinematics for yeah so nowadays with you know narrative and design focusing a lot like on like characters more for the story and everything it's okay this used to be like okay cinematics are alright this this moment can look cool let's do it not quite I mean you know not that cool moments aren't cool because they are because that's okay but now it's more about like what is the most emotional moment right like what really is necessary to have that camera cut in closer to that character because like let's say for example there's a tower exploding in the past that may have been a cinematic but nowadays you could do that in game and sometimes it just feels more impactful to have like this big explosion thing happening with while your characters there watching it so you feel like I have to react to this somehow versus let's say you have you know like Brahman air like his mom returning and if they're having this emotional moment and you know if you're watching it just from the gameplay camera you may miss maybe some of the facial expressions that's happening or some of the things that are being said without words on brahms face and that is now kind of more of the focus with cinematics is like what is the more impactful way to show these characters stories right one kind of exception to that was the end of episode 5 I think was of episode 5 right is this spoilers whatever if you haven't finished us are fives all right we spoiled things on the show a lot we just warned you and it's fine and then we move on yeah when you're walking down this long hallway to see at the end that oh it hurts so bad alright that was originally going to be a cinematic moment but we the team did not have the budget for it essentially we didn't have the time so instead we proposed that we create we make it more of a cinematic moment that happens in game like that you that the player plays through and it ended up being like such a great decision that we made because it felt more impactful for the slow walk to happen all the way up until you know you you see her and and the entire time you're hearing this like haunting echo of timely crying and yeah um that one ended up I'm so glad it worked out that way because having to interact and physically make that walk happen yeah made it so much more impactful yeah I was actually a decision I think we made earlier on yeah between like Tom and I I can't my boss was in that meeting but you know talking about you know like cinematic versus you know really if it was in-game yeah having the player forcing you to go down something in the path that is difficult and you don't want to see that you know I I call those sin events and that's kind of that trade-off between you know what is more powerful having the player experience that with controls even if they're limited versus alright I get to just step back for the controller down it's just playing for me as a movie yeah yeah I like that moment it's so much more power to us rather than something that you're just watching right right right much like sometimes emotional moments are better when you are just watching it when the camera can get in really close when we can kind of control the pacing and the timing and and all that yeah sometimes more impactful when when the player gets to decide when when all that happens no this one worked out really well yeah and I will say there are times a cinematic is chosen because there is no way to show with your gameplay that they're like dragonfall is a good example you know you if you you know while the player was still on spoilers or een you know and assume all spoilers yeah you know and you've defeated Crockett or ik and he's falling down through the mists you know from the player's perspective at that point you would just see Crockett or ik falling through the portal and then have no idea what else was happening and it all would have had to come through radio chatter and so like there's a moment even though it's not like you know two characters having words spoken without words on their faces you know showing that just to help the player understand like what happened after cracked or fell through the mists hmm that's really not really good and I think we're going to talk about that in a second second so all right we have time for one more if you want to or if we're good I think like the painterly one we I touched on briefly which was more of even before I joined the team like starting season two in too hard a thorn in season three definitely buy season three it was pain early was about the past and visions and not about the present so would we ever bring it back I don't know just because like that's been the style guide so there will be more pain early but it's just not if it's a present moment that makes sense yeah okay all right we need to take a quick break and then switch out to the next group of cinematics devs so I will thank you guys all so much for all of your time the past hour has been awesome okay thank you all for hanging out stick around we will be back in just a couple minutes [Music] [Music] [Music] [Music] all right we are back and segment two promises to be really interesting fun I'll let you guys go down and introduce yourselves and talk about what you do for cinematics oh yeah our names are not correct on there but alright I'm Jason but I feel I'm the the cinematic marketing lead oh you're Chelsea so I work on I'm yes exactly awesome promotion I work on the just the marketing trailers putting those together and the main point of contact for those okay I am Chris Burgess and I am the cinematix audio lead I'm technically a part of the audio team but I'm sort of dedicated most of my time to shipping sound effects vo and music for these folks and making their stuff sound good hi I'm Amelia I am a producer catering it I produced this Animax team and also the audio team okay so for a segment one we focused largely on the Cates branding cinematic which was in game we're gonna talk a little bit more about the out of game the marketing kind of trailers here which one are we using these are examples oh the example we're using further for today is the episode living world for episode 6 trailer which is the single shot kind of exploring the moments between the end of episode 5 and the beginning of episode 6 exactly alright well let's kind of do like we did last segment and walk through it and I tried to say cinematic order and it's all cinematics all the time in my brain in chronological order where do you start when okay we have to do this thing what happens first so the first thing that kinda happens is is we have a kickoff meeting essentially where we bring in our narrative team we bring in audio we bring in the lead designer for that episode we bring in other marketing folks and we all just kind of brainstorm and try to figure out what it is we want to do to market the episode that's going to be coming that includes tone what features we want to show my features became kind of a big thing I go people wanted to see like what would be coming out with the episode it's become a bigger part of these of these trailers for Episode six we it was determined that we actually wanted to just kind of explore this moment and the story and it's it doesn't happen in the episode we knew that the episode six was going to really kind of kick off right after episode five ended and there was this moment that we didn't really get to explore which is like the grief that people are feeling from do we need to do spoilers anymore or people no it's assumed okay so the end of episode five Corrine dice and we wanted to explore the grief that all these people that have been involved in her life are feeling at that moment and so features kind of got less of a focus but it aside of the features we get less of a focus and we just kind of keep this more exploring this moment in time right and that's that's always an interesting balancing act because you do want to everybody wants to know what's coming next what's what's part of this new content what am I going to get but you don't want us to want to spoil everything I mean you're you're going to be so mad if we show you this trailer before it's even out and be like hey she's back that's yeah but wait so what can we show what can we do right and so for this particular episode we'll be the center to do to kind of to kind of ride that line of like you know people who are interested in the features still getting some information and the people who are interested in story getting this moment is that instead of our usual release schedule which is the week before the episode launches we held on this trailer until the end of the previous week and then we front loaded that with some smaller vignettes of features that would be at happening anymore so if everyone kind of got where they were looking for hopefully yeah so and we win this in this meeting that we have a kickoff meeting with that that kind of information is decided at that point in time it's like how are we gonna treat this trailer what's the tone going to be roughly what are we gonna be looking at who are the big players I don't mean involved as far as the work that's gonna be needed to prep the world prep props affects all of us audio music all this stuff that's gonna be happy have to happen for this who are the main points of contact and then hopefully if everything goes right we leave that meeting with an idea a rough idea of what we want and then and then I'll go back and usually do a couple different treatments that people can look at and say hey I'm feeling this more than I'm feeling this and we just kind of refine and then Emilio at that point time kind of kicks off our milestone schedule for like at this point in time I'm sure we can that's that's the milestone so yeah a bit it's a lot of stuff a lot of it you want to run through this like you were kind of instrumental on getting this all set up yes but can we bring that back up thank you Thanks so I actually started here last year as a summer intern and everyone when I first came in we're going through a scarab ship and actually the Joko cinematic as well and I was kind of just trying to get a feel for everyone and understanding how everyone organizes their stuff one of the answers I got for how do you organize your TAS and like know what's coming up it's on mental notes and that's a problem that's a so-called sneakernet yes it was terrible but it was you know they everyone had their own way of making things happen and obviously Cinemax were happening before but they needed a producer so I came in and tried to organize as as much as I can gisun was actually pretty good about having stuff behind his board and kind of like checklist of like yeah this is what's organized and in my previous job I kind of had to produce myself quite a bit and so I had kind of set up this initial outline of the different things I needed to hit in order to have a successful piece and then Amelia was able to take that and run with it yeah so it's like the influence and I ran with it I have yes okay so I had a couple things so before at school I would do things really physically so I made this board where all right these are the milestones these are the the general timelines of when things need a hit wait that was you yeah well yeah it means that on the board yeah it was pretty simple just you know color code it just to make sure we were I had a little fun with it those are like a certain gates and those are the different mounts in the game to just show like we're in the process we are and the dates that we need to hit to make sure that you know we're gonna finish on time and now I was pretty successful but I realized I was the only one that was using the actual whiteboard so I made everything digital and I helped a lot I have these yeah we have these basically these hubs for each one of the cinematics doesn't want for dragonfall and basically I would set them up so it's a one-stop-shop for each cinematic where people could go in and figure out where they were and their schedule have storyboards up any asset requests were asking for other teams in the studio just wait organized where's organize the team and make sure that we're doing okay could you see a difference after you started doing that as opposed to yeah it's just in my head it's fine yeah I mean we haven't it's as a producer my main goal is to make sure that everyone's able to go home and be satisfied with their work and see their families and live their life and since I've been there I feel like the team's been able do that so yeah about what I've been doing listen the first few trailers that I did for little four I didn't really we didn't I didn't have a very strong like as detailed on the system it's displayed here and so occasionally things like you know checking with world art to make sure everything is looking proper as it should you know in-game like that kind of stuff didn't always happen and so like this made it really easy to be like at this point in time XY and Z needs to be done and so it's just it and if and we know that if if XY and z hasn't happened by this time you know where can we what can we adjust in the front of that or in front of that to kind of get back on track so just it's it's really helpful it's all right so Holly I've always worked I have to have some sort of like checklist of things well yeah that that absolutely makes sense and actually something I noted on that on that whole checklist that whole timeline that you had which what was the time frame that released in because it started like December 18th oh yeah last year I was along one Episode six that was episode six class and I hit on it earlier and that there was just a lot of things that happened there and I've heard a time to kind of extend the production schedule on that piece so just bring everything we were working on at that time yeah but but yeah some of these pieces do take quite a while and that particular trailer was the first time that I had really done an extended kind of cinematic for these trailers I've done small little ones here and there but i but I you know the process is basically after that kickoff meeting then I go back and start doing a layout for the scene and that means using our proprietary tools and cameras in game to kind of sell this idea that has been percolating after that kickoff meeting and so that was the first time that I had really had done an extended amount of time in this moving the camera around adding props adding characters using our animation library to kind of rough approximate well what what it is that we're looking at I think we actually have a version of virgins [Music] what we do I don't know [Music] okay we should talk about that so that was you know kind of a rough it that's not quite the earliest version but it's close enough to show that how things are roughed in basically it's a very similar camera path not quite the same the actions are completely different that we ended up with the final four the final product but it does sell the idea of like the emotion of the scene what we were trying to go for you know the idea of each character is going to be selling this different moment in grief like yeah you know how each character kind of treats it a little bit differently so and then using some sort of at the time using some sort of temporary audio track this will help sell that emotion that version had their final version because we don't know the rights to the track but some things we can't do externally I do want to touch on timing in courts ears because you talked about we were watching the video I thought this was really interesting you'll see later in the final version that dahi when she animated time he had she had some control and she can lift her ear up a little bit injury and lifts her ear to kind of uncover her face to look at Bram which tells me there was actually a conversation we had about whether you know do do Azzurra have any sort of control over their ears or they just floppy and they swap around and we're watching that that true their course is commenting about how old all over the place time years edgar assessment so now i guess now it's canon that they have a little bit of control don't whether there was but there was a moment going back to the episode six cinematic where i think that was the I think that was the cinematic die he and I were talking about just the hand king of all of that and there was one point where time he turned around and looked up in her ears came up and that was it's just those little touches that you notice yeah did they show I had to step out for a few times we showed that at the trailer episode 6 trailer that has the comparison comparison between early well-kept and final not yet okay yeah you [Music] in the book of Balthazar's written war is life and life is brief Death Comes [Music] [Music] but deaths not death that breathes life into others and life's not life that never dares to risk [Music] the world is lost and grief and faith and hope [Music] then take heart and rejoin the war eternal for it may be that death is not the end but possibly the end of the beginning [Music] so I'm intimidated by how fancy that was we put a little production value into things sometimes sometimes so that piece is nice because it shows what they were talking about earlier about like how in the initial mocap data kind of comes in and then how it looks when it's been polished and cleaned up and then you can see each character you know had whether it was my utilized eye needs more cab data or that was completely hand keyed no mocap data and were quite a few characters that were like that that Greg and I were able to knock out and like really sell that emotion without requiring on any sort of motion capture data it's a mix of stuff yeah so that's there's a big difference and even though it's all little details there's like a million of them between that initial render and that final that final setup and what all does that take time that flow chart that we saw earlier where it's like you know review and then go back and had some stuff review like I mean it's just back and forth a ton of time and you know people that people throw out ideas or suggestions if we have meetings that are with a wider group that include narrative that include effects or world art or these guys that are involved and they can make suggestions kind of thing or you know even utilize some of their time to help really polish an asset so for this particular piece there were a ton of people that were involved we had custom props we had custom effects obviously custom animation you know all of us err in a mocap suit getting that stuff done that map is was was utilized for episode six but it's a custom version of that map that has something elements removed or moved around added I'm adding props from our prompts library yeah this it's a lot of a lot of different disciplines that go into making these things in time that requires I mean obviously audio and production not Dannette you know herding cats yes that is that is the best production description I have heard so what happens next in the process then then where do you go so we fed our kicker from eating I've done a layout we've had a bunch of reviews to kind of identify like what we want to do as far as the motion that information is fed to our animators and we do with mocap sessions we do to help nail the body animation but obviously there's a lot of facial animation and that's all hand keyed we don't include there's no mocap for facial we do so we've identified what character needs to hit what emotion we try to identify what that action should be and then that it gets rough dinner we just they just go ahead and start knocking now passes on the animation to to get that in and then it's just a ton of review Chris you know we'll start working on score so Chris was heavily involved in that he can talk about that if you want you sure well when it comes to the music process for marketing versus ingame is very different and Jason makes it pretty easy with marketing because you usually have a very strong holistic creative vision and you're coming to me saying here's a piece of music here's the emotion and I just have to say ok and we go from there and yeah thumbs up or thumbs down yeah in the case of this trailer you had a piece of music that McClane had a piece of music that was already pretty similar to it didn't quite hit some of the emotional beats that we wanted to in this in this trailer which was more about the stages of grief and sort of this sense of loss the original music was the so in in the music we did for this trailer so I don't know if we want to talk high level or just about the music for this trailer I would love to hear high level yeah I mean it pretty much comes down to when I when I started working with this team a couple years ago most of the music direction was like I like this Michael Bay track from Transformers and that happens a lot of time to musicians where you go on a gig and they say we want gel de Chrono Trigger and menage go and it just doesn't mean anything I'd like to hear that that sounds like me too yeah yeah it's very it's very confusing and what that means is that the composer usually has to do a lot of throwaway revisions to sort of like guess what they client wants and then they submit something and they say oh we actually don't want that so what I started doing is working closely with each cinematic artist on their piece and saying can you describe what is happening in this scene whose point of view is it from what is the emotion the audience is supposed to feel and we get much more dramatic and emotional about it so that way we can go to a composer who is a trained musician to do all this stuff and say it needs to be said then it needs to be happy then it needs to be funny at all these different time markers and yeah occasionally we'll have a reference track that we'll pull up and say and we like if we pulled up Mad Max and we said we like the drums in this song so can you hit these emotional beats and do it sort of in the style of this piece we like and that tries to nail down a very clear direction of again what emotional beats we need to hit and if there are any visual cues this felt more like a tone poem to me where we just had the music kind of blow through until until we get to the player character at the end where we have these block chords that I think really kind of strike out the emotional connection between the player character in Irene in that moment what was nice about those particular moments is that you had some flexibility that we could you know delay this windows kicked off to a specific point and we kind of went back and forth on adjusting cameras and adjusting when those would come in to really sell this mood of look what the commander is feeling at that point and again part of marketing that makes it very easy with with Jason is that a lot of times it is about the music drives the edit and so you are always adjusting the Edit to the picture so the music is it has a little more Liberty to be whatever it wants to be we're in a in game cinematic if you think about like a star wars john williams thing it's just so intricately married to each adit and cut and a lot of times the picture will not change to conform to the music so the musician has to carefully time the music to work to picture so that becomes a lot more intricate and can be a lot more work I won't they both have their difficult areas so on a high level there is a planning document that we go through get the scene description the emotional beats any any actual time two beats that the music needs to hit and then we go from there and again it's it's all about revisions getting things in seeing how it feels sometimes we realize we got it totally wrong but the fun part about that discussion speaking about it dramatically as it allows for you know capes branding was a favor for me that we got to normally it's we're it's a fantasy game and we're talking about you know other fantasy references if it's Lord of the Rings or or our own library and in that moment I think there was a word coming from Greg or Chelsea or someone that it was a feeling of being overwhelmed we were very unsure of what was happening to keith whether this was good or bad and I was listening to I think the latest season of stranger things had come out and I was listening to a lot of synthesizers and m83 is this French electronic band that just does these overwhelming walls of synthesizers and I put that against the picture just to joke around and I was actually I messaged Greg I said hey come here I want you to listen to something and he's like you're crazy but yes but listen to this but like actually something here is working and then we took that McLain to the music for that scene and we're like look obviously it can't be m83 and stranger things but we like the feel that this just dronin thing so the music really drove that scene as Keith is floating up in the air he had this beautiful like a searing tone but sometimes that goofing around is where we get really some of the great ideas for like oh we're so that actually can work we can take this seriously or like on the episode six trailer I think at one time I looked up New Orleans funeral music and put that to picture and it was it was hilarious totally know so but even if stuff like that doesn't get used it does kind of create this cascading effect of these guys are doing something really awesome and creative and then while we may not be able to use it we can at least feel inspired and the creative off of that and have maybe and maybe some different ideas will pop up that actually make it to the final cut so if you're having fun making what you're making people are gonna have fun yeah doing it yeah that's something I I started saying years ago you can tell when the creators are having fun you can tell when they're having a good time and it's a joy to see going back to just the emotional beats and like using and the music the some of those meetings that we had them back and forth when we're finding is we were trying to figure out what exactly each emotion for each character should be and utilizing you know the vast knowledge of people who have been here since the beginning of the game and have been here since then you know these characters were created and introduced in game and relying on them to be like well I feel like time II would feel like this or bran would be acting like this based on you know these events and we did flip a few around you know and I did kind of an initial treatment that we saw earlier with the text and not all those ended up in the final product final product and some characters were sharing miss based on I wanted to have there's a who've heard the five stages of grief there's actually another extended model called the seven stages of grief and I wanted to hit each one of those in this trailer that was the idea from kind of the beginning and so what we had eight characters so two of them had to share I wrote luck and Logan and end up sharing but I think we ended up nailing it at the end it gets thought if some of them are a little more vague than others but someone did bring up I think in one of the one of the channels one of the forums about oh hey I think these guys are going through different stages of grief here and it was awesome to see because it's like that was the goal was to try to at least kind of express that that was always they the kind of underlying outline we were going for yeah watching someone get it yeah feels really good so do 100 iterations yes so 10 iterations eventually we say either we're out of time or it's it's good to go and then that gets and that gets kicked over to Chris and they start they get their kind of final passes in like we've already had either early drafts of score sound effects vo in this case there is no vo and there's very limited sound effects that were utilizing it's mostly being driven by the music and so and then Chris gets some time to work on that and finalize all that content by that time all the stakeholders have hopefully had their eyes on and make sure there's no bugs there's no you know we're not utilizing effects that can't be used it wouldn't make sense in this map or something like that and then after they're after Audio is done with their pass I get a final mix from them and I apply it to the Edit previous to that time there have been alternates that have been created for our for localization so we look wise and we look wise the vo in French and German and then we do Spanish subtitles yeah and then we also have cut downs that are also localized so cut downs meaning it's a shorter version now you see that all the time with movie trailers sake there'll be a shorter version of the Edit or some services only allow for a certain amount of time to play on a video so there's usually a 30-second or and a 15-second cut down in this case for Episode six we really couldn't find a way to to sell the story we were selling for the full version and so there actually wasn't any cut downs this is this these were each we localized for the slates that never you're seeing now but there was no vo so we didn't worry about that but the full full-length place for for this piece only no cut bounds I was having this internal panic moment over there cut tons that I missed no no not for episode 6 no this was because of just the uniqueness of this piece and there wasn't really a way Wow where would you cut that down yeah yeah and if you did cut it down to just wouldn't you wouldn't get the impact that you got and so does it make any sense yeah absolutely so well do you guys have some more things you want to show or touch or do you want to answer some questions we can go back to a play that we didn't ever played the full version yeah oh that's right I need you to find so uh yeah we can for those who who didn't get to see it when it was alive that spoilers yeah [Music] in the book of Balthazar's written war is life [Music] and life is brief Death Comes [Music] but deaths not death that breathes life into others and life's not life that never dares to risk [Music] the world is lost and grief and faith and out [Music] then take heart and rejoin the war eternal for it may be that death is not the end but possibly the end of the beginning [Music] well done well it works out pretty well I do need to make a correction uh I said earlier there wasn't any vo and I was wrong what I was thinking was diegetic non-diegetic but what I was thinking was no diegetic you're not seeing anybody talk nobody had to work on lip flap red yeah it was easy vo yes ya didn't have to be synced anything it's my favorite kind and because we didn't really it was very Santa fix light and we didn't really get a chance to talk well there's the one there's the whoosh there's the whoosh it was really a manner whoosh about the player-character walks by the screen I was like there's got to be a big whoosh there how empty the space is it's like a little bit like unsure like should there be a whoosh if there's no other sound effects but I did like it did I think it's celled the soul the departure of the commander a lot better right yeah we're laughing but that is a it's a good illustration of the fine details that you put in there we obsess we go nuts I mean if we talk about previous trailers like was it episode 5 where the player character gives the speech and punch yes oh my god so my first version of the Hat I just like put the biggest like explosion it was huge it's time I might obey kinda yeah it was like it was like if the whole kid done it right yeah and it was like no you can't do that and then I think I did a joke version with like a rubber duckie like but when we seriously got into it it's like trying to tune that to have this umph but also just feel right and the same thing with the music in episode 6 I mean we we it was sound effects light which was another major conversation and we I think we ended up it when you completely eliminate an element speaking to the soundtrack for audio and my experience it it's intimidating it's like take some confidence to do that and so we watched a few reference videos of other media that had done something similar and there was just no sound effects just the music and we were like okay you know what I think we can let this moment ride with the music and not feel like we have to detail every little thing which would would have distracted from just this total headspace that we wanted the characters in the play the viewer to be in yeah so I forget where I was going with that you're just talking about what you do and yeah it was brought up while we were watching that clip about Story sound effects which is sort of a newer term I think that we came up with internally because there have been times where audio a lot of times if we talk about the whole process and not just the music as soon as an animatic or storyboards are done depending on what's needed sound effects will jump in and do a first sound effects pass and I'll throw in I get on an audio finder search tool and the first thing I find I just throw in there so I spend a quick thirty minutes throwing in sound effects sometimes they're not great but it sells the moment hopefully better for review when when non-cinematic sticky members are watching this and then there's a long period sometimes where I go away and work on in-game content and then I come back in the last month and really do a fine polish pass where we record custom audio for everything but what we found with that is sometimes you know and cinematics has those block diagrams or graphs where things get locked down so now it's animation lock and if I come in a month after that and say oh I'd be really great if our eeen did this with their wings for just a little longer it's like what we can't it's too late so at the planning stage we have been trying to be better about identifying hey this is a moment where maybe we want somebody's mouth to be closely animated to the sound and we have to do that in pre-production rather than waiting till the very end so that animators are willing to work back and forth rather than saying like well we it's too late so again a lot of cross-discipline collaboration and communication there just to make sure that we can ship as high a quality product on every discipline as possible I just can't stress enough how important that production schedule is like it's it's such an easy like cheat sheet at this stage at this point in time based on when we started or when when we're shipping we need to be here and sometimes you have to you have to you know I think most artists would say that they can continue working on things forever there's always gonna be a little things that can be tweaked and at some point you just have to draw the line you know we have to be done because this is going to affect other things down the pipe not only that on that project but future projects yeah you know vacuum all right and it hopes so much too because on on that on that list it also be points where it's like great made your feedback you need to cut it off here why in a feedback we have to cut it off here you're basically just watching them in reviews right because that's exactly right it's gonna it's gonna affect the whole process right if you're gonna change the entire feel of cinematic way down way down at the end of the pipeline it's gonna hurt and that goes back to we were talking about they're like four to eight month pipelines on here so if you suddenly decide hey we're gonna do a 180 think about what that's doing right what's a good cause yeah yeah a lot I think it comes down to Emilio knows he has to come talk to me at the end of the pipeline and he knows I like to complain a lot so and he comes in with bad I'm sorry but yeah so after audio has done their pass on these trailers that gets kicked to me and I render out the final versions I could talked about those all get sent to the marketing team Marc usually Marc specifically and and then he blows those up on the various social media platforms and when the day hits then the net go live and you would think that would be the end of it but it's not there's more but wait there's more for me specifically at that point in time once things have gone live then I can I can archive the project which there are some steps involved in that to make that we have a fully orc I've tried Shiva I can go back to if needed for content or if this there was a let's say there was a bug that gots that got through we needed to do a really quick replace my shot fingers crossed it hasn't happened yet but who knows it could happen someday I want to be able to open up that project with knowing that nothing is lost I have everything I need to just replace a quick shot or grab whatever I need and and then put it back away that's my involvement I know there are some future production steps that happen after yeah we don't just like shoot it at the door now we've forgotten about it until the end of time yeah so we have to learn from what we've gone through right there's a lot of lessons that the that are to be learned from every single cinematic because they're all they're all unique all unique problems so we'll finish off a whole cinematic pipeline with a retrospective retrospective I think perspective this is a really early one and uh but yeah basically we kind of come together at a team get a room preferably I like to do rooms that we usually don't mean it because it's kind of like our leg this is a space where you could just say everything and like all of the vibes you know good or bad could stay in that room and not in anywhere else I typically try to do that but something doesn't work but yeah it's it's a safe space to people to just be honest about the process what did we do really well what did you know what went not so well tried doing a new one actually this last time that was pretty I thought it was pretty successful was the goods band the ugly and the first people to get that actually was audio but they come in and I had some like western music fantastic it was really good yeah I was like the good like what good things happened help each other out bad what what went poorly that we had control of and the ugly what external forces caused mishaps on our team right because those are gonna happen and then to wrap that all up you know what are we gonna learn from this and what how are we gonna move forward and it's it's a it's really helpful honest look at ourselves so that we can keep improving yeah defies a lot of you know like what what we should continue and what it's a problematic and hopefully we can address and change and nobody will have to worry about it for the next version so how can we eliminate that issue and make it better for me and I didn't mention you that at that production schedule that the milestone schedule that I think that is in flux that I could based on you know what changes like other teams could change like you know maybe the animation team are outside animation team as suddenly wants to you know be working on content a month earlier and now we have to adjust for that so like there it's constantly a constantly changing thing but if we didn't have it like that would be a nightmare to try to keep track absolutely they're all living documents right because nothing's worse than somebody like Jamie something down your throat and being like this what you need to do because it's good for you it's it's all these tools are there to help everybody else out so I keep them as as flexible as possible and let them know like this is a tool for you like how are we gonna get how are we gonna get you clear of mine and be able to get get the your best work out on time I have to say I love this so much because I have talked to producers who are like oh I don't really do anything so I was like you do everything it's just a ball I it's hard it's hard to find it cuz it's like pan Lake every single day looks so drastically different what I have to do right connect can I show a picture sometimes I'll jump into the mocap space which I love a lot and this was a so I'm Krakatoa Krakatoa and da he's I mean and that was a preview cinematic all right so we had on the floor but amazing yeah we have we have fun with it you know and it's it's cool I'll do like I like to say that I'm the I'm a digital stuntman sometimes for for the trailers like if we're gonna show off like I remember the roller beetle was the first one I did I had to learn how to drive the water beetle so that we could show it off in the like announced trailer that we're gonna have a rolling cool so I just practice M&S; League but you've been in the mocap you had to oh that's right yeah that actually tricycle dude have one in the basement it's pretty great we're launching ourselves over the place yeah yeah Amy Lee goes my go-to if I need to do any sort of in-game captures and I need to really know somebody who's knows the game well enough to be like will to quickly iterate because I mean for anyone who's done and getting captured before for anybody YouTube or whatever it is a process even if you have the tools that we'd have at our disposal it still is the process absolutely all right well oh you guys let's start with the first question that group one had to answer sure so the first question is what cinematics are you cinematic or cinematics are you most proud of which were most challenging man personally I think I am most proud of episode six just there was a lot of firsts and that for me personally and it came out really well what is the most challenging there were a lot of technical things and for episode two that were required and which one was that that was the split split tone where we started with kind of a high ste field and then we went into the more creepy like Joko world afterwards that new version world worse yeah you know you like or not and at the end you're awakened yes perfect there were some definitely some technical kind of challenges there on that one to get that working properly and to make that feel feel cohesive while you know being basically two separate trailers yeah that was that was honestly one of our most popular trailers so I'm not going to speak for you and that it was awkward it was very I was prior to Episode six I would have said that was my most proud cinema trailer but it was proud it's my favorite how about you Chris I feel like every cinematic brings its unique challenges but something I struggled with over the course of season four was the fact that these scenes just kept getting bigger and bigger and so like the dragons the dragon versus Crockett or ik where they have that dragon breath battle back and forth and they just wanted it to feel very visceral and violent and and I you know I was like blowing straight into microphones which sounds terrible if you've ever done it but I made these sounds as big as I could and then we got to the next episode and we had drag and fall and I was letting there's a bigger one and I'm like I don't know where to go from I can't and we figured it out we did some we did some fun stuff and as far as favorites go I mean I think we all where there are unique challenges we find unique solutions to every cinematic and record fun content for each one to make it work but if I had to choose a favorite I could say joke oh but everybody already said that I do really like what we did with the music it's branding yeah so I'll say capes branding I want to point out here that somebody had a comment about our Joker world oh I've heard they're dying to get into that Park that's great good job uh firm myself so the one I'm most proud of have to be the last trailer like man it was just like the emotional rollercoaster that everything was happening in the studio and everything uh I don't know it was just it felt it felt like it felt more than just the episode it fell more than just the season finale it felt like where we all were in a headspace oh yeah big time it was really powerful like if there was if there was one cinematic that I felt like we're putting ourselves into was that one and I'm really proud of the work you should be um most challenging man I think it was a probably read versus crock like there's just a lot of like like interesting pieces and there was first time we did like first-person mocap and then we'd had the sin event right after it was just like there's just so many different challenges and so many different like players and runs to do they had to come together to make this to sell this moment it was it was it was it was crazy but when it came out I remember watching it like on livestream I was a off somebody's finishing the episode it was just like oh right there like I know was gonna happen it was just watching them go through their like emotional rollercoaster as we laid it out and having to walk up and you see a ring the way she is starts crying and I'm like yes I cried never be done loving watching player reactions to the work that we do it is it is fantastic and I love it that's why we do what we do yeah I mean we were all so many of us in the studio were waiting for people to finish that episode and just like we're tabbing back and forth between live streams or everything over there yeah yeah it was a huge studio moment of finally getting that in front of the players yeah that was absolutely incredibly gratifying think you've got the next Chris this is you is all the music synthetic with a capital S or something actually work I I like it work with an orchestra when recording music for the cinematics so that depends on time and money mostly for expansions they've done a lot of live recording for living world seasons we typically don't do a lot of live music because it again in the way that the cinematics team has talked about the whole mocap capture cleanup hand Keane like there's just that there's just as much work on the music side to get to a live session with live players you have to take if I because it it all starts with synthetic instruments in 2019 for the most part unless you're John Williams I assume and then if you are choosing to go live you have to extract that data into a a sheet music program so the musicians can read it and that data has to be cleaned up and conform because a lot of times we have to fake things that aren't real musical values to actually be readable that has to go to a copyist who prints all that and tapes the pages so it's easy to - for the musicians to turn then you have to hire a contractor to hire all the musicians booked the space hire the engineers and the mixing engineer in a dub stage to mix and then against a producer huh if you considered a producer I'm overwhelmed well the the music contractor would handle most of that you've that they're like the hey we need to do this and they say I'll you have X amount of money I'll take care of it that's why it's expensive yeah yeah well in those stages to have lot players sitting there are expensive so to make a short story long in season four for the final cinematic and they did an overture after that cinematic where you're spoilers on the airship having a chat with everybody they did get to do some live music for that which which was really I think a really nice touch for such an important moment wrapping up the season and again that came from a place where we don't normally do live music for a living world release but it was a special moment and we basically pitched that I think to Mike Z you know we really want to do this this is important this is gonna add a lot and they said okay here's the money but something like the the other challenge is when we don't have the money to do that it still has to sound real the mock-ups as we call them which is all the synthetic instruments have to be shipped quality so like the living world 6 trailer I performed and recorded all that and it was all it was three synthetic pianos layered together and really like it was really important for me to feel when you're sitting at a real piano you can mic it a million different ways and if you stick a microphone underneath the body you get this really woody thottie oaky sound and I didn't have a real piano to go record on and I'm not that great of a piano player so I had to sort of do some editing so again that is a case of where we do use synthetic instruments but we really obsessed to make it sound as believable as we can so it's a bit of both just depends on when we have the time and money I don't remember if it made it into the final version but at some point one point in time for the episode six trailer you had a sound you could actually hear the pedal coming as the pedal that was coming off yeah and it was awesome because it's just like you give that you get that texture of what this is actually like to listen to live and personal well I mean like if I can I don't know how much time we have I can talk about that for half a second yeah you're okay there was a lot of so when you do audio stuff I get reference mixes so I gathered like 30 different audio tracks with pianos and saying what do we want it to sound like and what I found out is that again you can make a piano sound a lot of different ways and I think what we ended up wanting it to feel was just very intimate very dampened because that's kind of the place the characters we were seeing we're in and part of that intimacy for me it's not just about getting the microphone really close it's about hearing the human sounds around the piano you're hearing the bench creak you're hearing the the physical mechanics of a piano when you're pressing the pedal there are big things that are happening inside like a grand piano so I wanted to make sure that those human sounds it's like the musician was in the room with you I didn't want it to be this overproduced polished thing I wanted him to be bleeding on the on the keys a little bit so yeah we go nuts thinking about how we can what is the intent what is the emotional intent of the scene and how can the sound effects and music work together in a way to just like drive that home for the viewer yeah for the prerendered not in game cinematics I would really love to know what kind of software is used to achieve similar cinematics so we'll use a combination of a lot of different things for a limit of the lifting we're using our proprietary tools are attached to our engine and that's for cameos for working for sorry for cameras and for bringing in character characters and bringing in animation all my stuff is done in this tool Maya is you know before prior to that Maya is being used MotionBuilder for post-production stuff we're using Adobe tools so Premiere After Effects Photoshop Illustrator or Media encoder yeah and then find the final product before we actually goes into the engine is we use a tool called Bink to basically turn it into a video format that the engine can read mr. use pretty commonly used across a lot of different projects so all different games and then that gets checked in and that's what you get see that's just for the visual side do you want to go audio you guys have your own tools as well all right what - what software's to use yeah we use a DAW a digital audio workstation called new window and that's pretty much our editor processor we occasionally use to track like iZotope rx or what's Adobe's Audio one audition audition yeah we've got and then we have plugins for these programs that are just I couldn't list them all if I tried but little proprietary programs like there's Paul stretch if anybody's heard of that and then we get it into our game engine and do all the implementation on that side yeah yeah [Laughter] but I'm saying you know like Word and Excel of common office tools for that kind of stuff too yeah for sure like so Coughlin's Andrew I like confluence a lot cuz I don't know it's I feel less that I'm like office monkey like Excel could feel very like that's very helpful it feels like alright man like I'm curating a page for them to work through and doing a thing yeah and recently for internal review video reviews we've been using a service called microsoft's dream which is that allows us just to have like once a one-stop-shop what we can throw things that people can review across the company so without it's very similar to I guess YouTube kind of streaming streaming video at what resolution do you guys render these pre-rendered cutscenes and what video codec do you guys use excellent question the resolution is kind of depending on if we are utilizing our cinematic aspect ratio which is the letter bars you see the black bar on top and bottom or if we're going full frame for full frame stuff we're rendering at 1080p standard standard resolution and then for the for the cinematic aspect ratio videos we are rendering still 1080p ish it's just where we're not rendering the black bars essentially we're just rendering only the video content to try to save space we are limited on how big these video files can be just just due to limitations of the engine and so we have to make sure we're trying to cram as much data as much video video data into that as possible so when we go to actually bank we know that sometimes it's a back-and-forth process to try to get as close to that limit as possible without breaking things so that's the resolution and the video codec we're using a variety of intermediary codecs so we're using Pro res we're using DNxHD we're using image sequences it just kind of depends on what's supported at the time Adobe an apple like to kind of switch things up sometimes so we have to be we have to be a little flexible there but and then the Bink has its own its own codec that it's using for for the Bing file okay any chance that we will ever get okay in-game cinematics be it in-game or downloadable outside of the game very unlikely just due to this those size constraints that I was talking about it doesn't make sense really for us to be going through the extra steps to get 4k and then putting in and squeezing it down into a 1080p window for for the game so good luck with it for that to happen we've time for one more okay let's see we got here how long does it take to finish the whole process of a cinematic creation putting dialogues sounds music and art together do you want to tackle that it varies it varies quite a lot and those kickoff meetings where we're very clear about like hey this is exactly how much is well this is a projection using empirical data and what we have up to before this is what we project it to and that's insane so we shouldn't do this we should probably break it down Prosser hat yeah yeah I can only advise them but yeah they can take like six months some of the longest ones before just like eight months like they get they get really big right now we're at we're at a pretty nice regular pace you're supposed to be taking about like four months but trailers like a little bit a little bit yeah the trailers are probably averaging about three months for living world for but something again it depends on what you know what's going on with the episode hands-on you know how many different Drive different factions of art need to go into it you know so it done as short as two months I've gone as long as I think episode six it was like five months two months sounds terrifying and short to me yeah it's very short and those are yeah typically what we'll do for those those will be very much feature heavy because those are a little easier to put together you're not relying on having to create these intricate cinematic moments so yeah but it's like it's it's a lot of work like these like two minute pieces of video but like a lot of work goes into it so much yeah yeah all right well we are kind of at time so is there anything else that you guys want to add before we wrap up thanks for thanks for your questions like really good questions and thanks for watching the stream I guess always thank you for it's interesting it was definitely alright thank you guys I will let you get back to work I will let you guys get back to the game thanks for hanging out with this we will see you excuse my car