Just read what this guy says at the end.CryEngine Cinematic Specialist
GNet Media
June 2013 Present (3 months)West Hollywood, CaliforniaI built out 7 cinematic shots for Crytek's Xbox One title: "Ryse, Son of Rome" These shots will be used for Marketing purposes in September 2013.For these shots I was provided an asset library of props, character models, animations, particle effects, and pre-existing game levels. All of which were in various different levels of completion. My job was to go from a pre visualized concept of what the shot was suppose to be, with text as a placeholder for the action I was to create. For each shot, there was also motion control data at the beginning, which corresponded with live action "developer" which was composited into the beginning of the shot filmed with the Red Epic Camera up against a blue screen. I then hand animated the rest of the camera movement.On some shots, pre-existing cinematics were utilized for sections of the action, and mixed with action I put together, which took around an average of 7 days for each shot to be build out. There was a large mixture of hand animation which I did right in the Engine, and Pre-animated characters, which I needed to edit together several animations and offset timings and such to build out larger things like intelligent battle formations, crowd battle scenes, or kill somebody specific with a flaming arrow, which would have been hand keyed.The action in the shots included custom keyed Archer volleys, Catapult explosions with Units getting blown up. Battle formations, custom Prop keyed animation, Camera Animation including Depth of Field to guide the viewers eye. Particle Effect creation, modification, & improvement for such things like birds flocking, flaming arrows, & explosions; scene lighting changes, additions, & lighting caused by effects. I also rendered all of the scenes at 2k res @ 60fps.
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