GamesRadar: How do you convey believable human emotion in a videogame character?
RM: A lot of research exists on understanding emotions and the basic expressions that cross people's faces during those emotions. Our cinematic designers and animators have spent a lot of time studying that in great detail and going to training courses. You know, how do you convey skepticism? Do you raise his eyebrow? Does it have to move a certain way? It's not about words. We have dialogue, too, but it's much more about gestures, facial expressions, subtle eye movement and the slight turn of a head. That's what we're trying to capture - real characters, for the first time, in a videogame.
GZ: Obviously, when you're building it and just struggling to get pictures on the screen, that's one thing. But we've moved past that. We can concentrate on fine tuning and tweaking those little details. And the characters aren't like real actors, where you have to sit in a studio for a week... they're available 24 hours a day for us to adjust and try totally different takes.
RM: We've also got A-list, major voice talent that we haven't announced yet. We've got 3D body and face scans of the actors to form the main character models.









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