Gamasutra: The Art & Business of Making Gamesspacer
PlayStation Frontiers: A Tour Of SCEA San Diego
View All     RSS
November 19, 2018
arrowPress Releases
November 19, 2018
Games Press
View All     RSS
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


PlayStation Frontiers: A Tour Of SCEA San Diego

August 22, 2007 Article Start Previous Page 8 of 8

It seems like a pretty expensive setup.

BR: Each motion capture camera is about $20,000 apiece.

AM: This system is not nearly as expensive as you'd think. This is most often used by churches and such. They'll have multiple cameras set up and they'll webcast their services and videotape their services for later use.

BR: Welcome to the church of motion capture!

How many actors can you do simultaneously?

BR: We've done thirteen. We haven't hit the upper limit; we've just done what we've needed to do.

Do you service all of SCEA?

BR: Yes.

What about the worldwide studios?

BR: We're an asset that the worldwide studios can utilize as well. We're all starting to work together -- America, Europe, and Japan. This is the most significant motion capture resource we have on the planet, and we're trying to tie as many resources into it as we can.

AM: And the Anycast is something we're trying to leverage to make us more of a reasonable use for people who are far away, even if they're in the States, so they don't have to fly a team over.

BR: Normally when you're doing a large project, you'll be over for three weeks to acquire all of your data. For Rise to Honor we were twelve weeks. It's too many people to fly away from their families, so this is a way we can all do it, and it's not too big of a stressor on folks.



BR: Those are all the Killzone casts that we built, that we scanned in.

AM: We scanned them and retextured them, then put them in. The idea was to save time, but...

BR: We did the opposite of saving time! We had a really cool technology and a really cool pipeline, but since it was the first time the pipeline had ever been done, it didn't save a whole lot of time.

Might it save time in the future?

BR: Oh yeah.

AM: Yeah, once pipelines for any of these things get established, most everything that we try and do as service groups here allow us to save time. If people took a sports game and tried to keyframe every move, obviously that's a huge amount of time. If we can do more to create models for people, we're going to try and leverage that to make everything look better and go quicker.

BR: There's a lot of detail that's really hard to model in. We can knock these out pretty quickly and put in a lot of that detail, then scan it in. Then it's a matter of texturing it correctly.

AM: The guy who made these has a background in miniatures for people who do dioramas and miniature war gaming and things like that. When we tapped him to do stuff for video games, it wasn't something he had ever thought about. He was really stoked.

BR: One of the things we need to do in the future is to build these modually. We need to be able to pull chunks off and scan them in individually. Scanning all of this in would be super cool, but it takes a tremendous amount of time. If we could break this apart into modual levels, scan them in, and put them back together, we'd be able to turn around much faster. As far as the exercise went, it was a successful exercise that we'll expand on when the need arises.


Article Start Previous Page 8 of 8

Related Jobs

Monomi Park
Monomi Park — San Mateo, California, United States

Senior Game Engineer
Monomi Park
Monomi Park — San Mateo, California, United States

Senior Game Designer
Game Circus LLC
Game Circus LLC — Dallas, Texas, United States

UI Artist
innogames — Hamburg, Germany

3D Artist - for Elvenar

Loading Comments

loader image