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Session Name Directed Generation: Procedural and Placeholder Content in BioWare Cinematics
Speaker(s) Jonathan Perry
Company Name(s) BioWare
Track / Format Design
Overview BioWare uses performance capture for many cutscenes, but has also developed tools to facilitate the rapid creation of the other 30+ hours of branching cinematic content. Cinematic content, including camera work, character poses, gestures, voice-over, and facial animation can be procedurally generated at moderate, but shippable quality, with a small amount of setup. The intent is not to actually ship this content, but to get cinematic and interactive narrative content to a playable state in very early stages of production. This content can then be iterated on and customized as time allows, taking key scenes to a higher cinematic quality.

GDC 2013

Jonathan Perry

BioWare

free content

Design

Design


UBM Tech