![]() ![]() The franchise originally was! With Borderlands 1, one of the earlier versions of it that was never released went photorealistic, and what we found was that just didn’t really work for the attitude we were trying to convey and selling the characters. Something that we definitely were a little concerned about with New Tales is that the Borderlands art style itself is ageless because of the sort of comic book art style. Even the monsters look human in their own way. So everything looks natural, everything looks human. Even with all the other stuff they have in there, it’s still grounded in photorealism. Lopez: With something like The Last of Us, that sort of performance capture is the obvious choice, especially because it’s such an emotional game because it’s already photorealistic. What value is there to performance capture in an experience more so about comical expression, like Borderlands? But that game is predicated on photorealism. Gearbox Softwareĭigital Trends: With The Last Of Us Part I, we saw Naughty Dog utilize modern technology to bring new levels of emotional nuance out of its characters. And so it’s a lot more intense than doing mocap. So whereas mocap is body movements - but that’s it - performance capture takes the body movement and also the face of the actor and the words that they’re saying as they’re - so the entire performance. James Lopez: A really great way with performance capture, which is a much more improved version of mocap. Note: This interview has been condensed and edited for length and clarity.
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