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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

    Thank you for attending!