mitchell greg evolution of the
TRANSCRIPT
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Evolution of the Cinematic Proc
TRILOGY
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Greg Mitchell - Cinematic Dire
15 Years experience inProduction
7 Years making Game C 5 Years at Epic Gam
Worked on Gears of WTournament 3, Gears oGears of War 2, InfinityBulletstorm, Gears of WInfinity Blade 2
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GEARS OF WAR TRILOGY
All 3 are 90s rated titles on
Metacritic Sold 18.8 million copies to date Franchise has received more
than 370 award nominations
and wins Spawned novels, comics,
collectables, & more A billion-dollar franchise
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Cinematic Process Evolution for
Production Challenges Style and Presentation
Performance & Animation
Tools used and updates New Processes for future games
Overall theme to keep in mind Baby Ste
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Challenges of Cinematics with this
Relatively small company Art Director doing the cinematics
No cinematic team
90% of Cinematic animation was outsour Hired first full-time cinematics person (m
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Big push for Next-Gen Cinematics
Focus was to creating real-time next generacinematics in engine (UE3).
Use game content to make cinematics
Apply real-world filmmaking techniques to cproduction
Find creative ways of getting the scenes don
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Gears of War Cinematic Scope
30 minutes of Cinematics
22 Narrative scenes
Several short undefined in-game sequence
Level Designer Cinematics (LD Cines)
Birth to the Frankencine
Averaged 2-4 characters per scene
Short time to finish when I arrived (3 mo
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Director adopted an organic productiostyle No storyboards or pre-visualization
The script was the only blueprint
Director had freedom to change in moca
Worked to coordinate camera and charablocking
Presentation and Style Gea
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i d l
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Presentation and Style Gea
Keep characters moving instead of standing an
Didnt want any talking heads in the scenesHandheld feel of the game was extend to the cinematicDocumentary style / In the trenches
Minhs death scene used a more traditional apMove the cameras, the actors, and make edits
Some scenes re-cut to be more traditionalHandheld motion didnt always work as well as intende
h k i
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The Frankencine
Cines created with motion from other scenes No time to mocap new data had to make these
Ch P f
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Character PerformanceOne characters performance is the combination of thr
The Voice Actor
The Motion Capture Actor
The A
This defined character performance for the trilo
M ti C t G f W
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The actors were co-workers
Lines read from offstage Sometimes dictated by the director Set the emotional beats
Multiple takes done to bring it together Finesse the blocking and camera motion
Captured single camera POV
Motion Capture Gears of W
M ti C t G f W
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Motion Capture Gears of W
M i C RESULTS G
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Final result looked good when put in editor Actor motions looked good and the characters inte
Camera motion felt organic and definitely hand-held
Motion Capture RESULTS Gears
O T l Ch t UE3M ti
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Our Tool Chest UE3 Mati
Unreal Matinee A sequencer that controls scene objects like an NLE or
Wh t ld h d b
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Needed a manager for Cinematic Produc Track the status of scenes
Push back on scope changes
Create a pipeline
No defined naming conventions Hard to understand what goes where
Keep us on target for milestones
What could we have done be
Wh t ld h d b
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Could have used Pre-visualization Had to reference the director a lot to get scene Sometimes shot from the hip during layout
What could we have done be
What could we havedone be
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No way to tracking animation or assets
VO dialogue didnt always line up with the m Affected gesture and head placement for facial
More animation corrections to fix timing
Facial could easily me moved out of sync with motion
Motion timing adjusted in the editor looked Handheld Camera pans and scene timing wasnt alw
Couldnt always easily fix
Entire scene was in front of the camera
What could we have done be
What could we havedone be
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Weaponsandprops lackedweight
What could we have done be
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Production Challe
Production challenges Gea
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Scope for Gears 2 was bigger, better, and m
badass 60 minutes of story Cines (double of the first
44 Narrative scenes
Scenes consisted of 2-4 characters Some scenes with a greater scope more charact
8 10 month window to get everything done
Production challenges Gea
Production challenges Gea
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Production challenges Gea
Problems to solve based on Gears of War Create Pre-visualizations
Needed scripts sooner to make happen
Define a Cinematics Pipeline
Organization of scenes and all production Build a small floating team
Continue with animation outsourcing (has to b
Production challenges Gea
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Production challenges Gea
Added a producer to manage the project-Tanya Jessen
Keep cines on schedule
Keep production organized
Keep an eye on outsourcing
Helped create a pipeline
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Art/Level Asset Creation
MocapRecording Mocap Cleanup/
TargetingSecondary &
Custom AnimationFacial Animation
AudioPlaysand
Animatics
Layout 1stPass Layout Polish
Lighting/Mesh Stub
Audio Stub
EffectsStub
Music & Audio Pas
Music Recording
Layout 2ndPass
Lighting/Mesh Polish
EffectsPolish
Audio Polish
Music Planning
Gears 2Cinematic Pipeline
Production challenges Gea
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Production challenges Gea
Scripts came in hot
Pre-vis for 3 pre-rendered scenes
Still relied on the organic process Shot from the hip in layout
LD Cine overload around 80!The Frankencine lives
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Styleand Presentation Gea
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Style and Presentation Gea
Story scope showed large crowds and epic events
Decided to go with a more traditional style of cinema Cameras should mimic real-world cinematography support
Need close ups to convey emotion and importan Cant be afraid of using these to tell the story
Still experiment at times when needed We dont want cameras and cuts to distract the viewer
Motion Capture Gears of W
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Improve acting on the stage and lock scene
Audition and Hire Actors Our artists werent hired to act
Cast actors to play specific roles keep motion
Actors will learn the dialogue
Use radio plays on the stage with VO soun Actors learned the lines and had samples of the
Able to adjust and lock the timing on the stage
Motion Capture Gears of W
Motion Capture Gears of W
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Work on getting a good performance on the Concerned with the motion and not defining ca
angles Could experiment with blocking on the stage Spend more time rehearsing than trying to get t
performance on camera
Animation Chose to bake in facial animation with the body
Motion Capture Gears of W
Motion Capture Gears of W
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Added weight to our Nerf gun props
Motion Capture Gears of W
MotionCapture RESULTSGears o
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Motion Capture RESULTS Gears o
Radio plays helped us lock timing on the
MotionCapture RESULTSGears o
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Scenes dropped in easily when it came to Made things easier for the layout artists
Timing was tight accurate for most of theThis made facial match up better with the bo
motion
Still had the freedom to make edits and ccameras around in layout
Motion looked normal (timed at 100%)
Motion Capture RESULTS Gears o
OurTool Chest andUpdat
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Our Tool Chest and Updat
OurTool Chest andUpdat
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Our Tool Chest and Updat
Added more features to our Matinee Too
Output of Matinee Data for Animation Support for particle toggling and playback
More robust timeline features for tracking tframes
Better organizational features
Shortcuts for scene setup
Gears2 -What couldwe imp
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Mocap was rushed Schedule was tight Need time to fine tune in mocap
Improve weapon props andweighting
Get better reference for facial We have multiple cameras Get cameras on the actors faces
Gears 2 What could we imp
Gears2 -What couldwe imp
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Maintain our quality bar in outsourcing
Great motion on the stage Outsourced data came back not looking too good
Facial animation wasnt up to par
In the future do more facial animation in-house
Organic production style still requires hand h Its good / its bad weighing the options
Worked well for a small company, but weve gro
Gears 2 What could we imp
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Production Chal
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Scope of Gears 3 Bigger again!
90 Minutes of story cines (1/3 more than Ge
129 Narrative scenes
Fewer LD cines than before (around 36)
4 Player Co-op game average of at least 4 per scene
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Art/Level Asset Creation
MocapR
ecording Mocap Cleanup/
TargetingSecondary &
Custom AnimationFacial Animation
Aud
ioPlaysand
A
nimatics
Layout 1stPass Layout Polish
Lighting/Mesh Stub
Audio Stub
EffectsStub
Music & Audio Pas
Music Recording
Layout 2ndPass
Lighting/Mesh Polish
EffectsPolish
Audio Polish
Music Planning
Gears 3Cinematic Pipeline
Production challenges Gea
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Gears 3 Pipeline Defined in Gears 2 adapted to Gears 3
Small defined cine team of 3 full-time people Now naming and organizing animations per
each scene Outsourced motion clean-up and some facia Chris Mielke joined the team as a producer
Production challenges Gea
Production challenges Gea
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Tracking animations per shot was a full ti
Assigned one person just to do this task
Scripts still hot / some churn on story
Affected scope but we didnt act on it
Should have allotted more time for pre-vis
Story changes threw out some pre-vis work
Production challenges Gea
Style and Presentation
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Built upon what we did in Gears 2 More action got creative with camera movement Brought the handheld look back
Explored new ways of storytelling Did this through visuals and editing Cole flashback cine
4 Player Co-op was a challenge for us in the cin Usually minimum of 4 people in a scene Had to get creative with blocking and framing shots
Style and Presentation
Motion Capture Gears of W
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Still using radio plays for timing Audition and Hire more actors
We had a larger cast of characters As many as 9 people on stage at once
Work out a regular schedule for mocap More animation work done in-house
Better Facial
Motion Capture Gears of W
Motion Capture Gears of W
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Weighted props Modified collectable lancers with weights glued in.
Motion Capture Gears of W
Motion Capture Gears of W
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Anything is a prop
Motion Capture Gears of W
Motion Capture Results Gears o
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Scenes dropped in easily when it came
layoutTiming was tight accurate
Still could edit in layout
Motion looked normal Facial and body motion got extra love
New outsourcers gave us better results
p
Virtual Camera Support in Ma
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Virtual Camera Support in Ma
Virtual camera in postof Gears 3 scenes
GameCaster GCS 3 Physical device with w
balance of a film came Able to record motion
Got some cool hand-hwe wouldnt have beenachieve otherwise
Mocap floor tools
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ocap oo oos
Script pages on set have always been the norm Can make corrections on paper with actors Can scribble notes and draw blocking diagrams Great to have the physical script in your hand
Mocap floor tools
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p
Decided to go electronic with Able to open and view scrip Use drawing apps for blocki Convenient and saves on pa
Mocap floor tools
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p
New Vehicle Prop Betty Custom built to mimic vehicle movement
How can we improve?
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p
Over 90 minutes of story! A lot of animation data to handle Need better tools for exporting scene from
Animation would benefit from this Look to making it an automated process
How can we improve?
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Lack of pre-vis is starting to take its to
Actors are a slave to the radio plays Pipeline felt too segmented at times
Should have been more linear
Frankencine was still alive (but barely Game development is also organic at tim
p
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Organic workflow is starting to cause problemsProcessing a lot of animation that isnt going to be seeCosting a lot of time and moneyStuff is not getting locked down soon enoughArtists need a visual guide for what theyre working o
We need to make Pre-visualizations part of our pre-product
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Improvements and ChangeContinue
Processes in DLC and the Fut
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DLC Production We scheduled in time for pre-visualization Made changes and locked scenes before mocap Artists and animators had a better idea of the s
direction Shot just what we needed based on animatics
Processes in DLC and the Fut
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Decided to let the actors act to their own tim Moved away from radio plays on set
More natural motion from the actors vs. using prerecorded VO
ADR done to the cines during VO session
Processes in DLC and the Fut
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More Tool Updates
New Matinee tools for exporting scenes int Automated process
Save a lot of man hours from a tedious process
Automation of shot numbers for individual Movie maker to render out scenes easier
Processes in DLC and the Fut
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Continue looking to the future with our
Concentrate more on script and storytellin Performance capture (voice and body) on s
Capture camera angles based on pre-vis
Plan and try handheld cameras on the moca Continue to refine our current cinematic pi
STREAMLINED PIPELINE
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Production
Post Production / Visual Support
Pre Production / Planning
Assembly and Delivery
STREAMLINED PIPELINE
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Story Ideas / Feedback Loop / Script
Pre Production / Planning
Pre-visualization
Casting Actors forVoice Over and Motion Capture
Scope / Assets needed
STREAMLINED PIPELINE
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First VO session / scratch tracksMotion Capture Rehearsals
Production
Raw Motion Targeting and Cleanup
Scene LayoutMotion, Cameras, Editing, and Timing lock
Motion Capture
STREAMLINED PIPELINE
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Animation
Post Production / Visual Support
Visual
VisuCusto
L
Audio
Music / Custom ScoreOrchestra recording
VO PickupADR Session
Secondary AnimationFacial Animation
Custom Animations
STREAMLINED PIPELINE
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Foley pass for audio
Assembly and Delivery
Visual polish pass
Final Picture / RenderingScene Complete and Delivered
Final Audio Mix
Gears Trilogy Cinematics - Conclusi
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Its been a great challenge taking a new IP from scripscreen. Weve learned through necessity, trial, and error as to w
best for us. Organized production is the foundation to getting cont
efficiently and on time Actor performances have a lot of room to grow and w
to make them better Our cinematic style will continue to support the game
part of And we will always build and improve upon the tools th
make better cinematics
E l ti f th Ci ti P
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TRILOGY
Evolution of the Cinematic Proc
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