I work with a Primary Lead Artist, Matthew Allen, who is pretty much a hardcore fire-fighter for anything content-related. An issue pops up – technical, pipeline, aesthetic, whatever – Matt will jump on it and put it out quickly and efficiently. As a Producer, I don’t close out games at Monolith unless I’ve got Matt Allen helping keep it all under control and fitting in memory.
One of our issues was with the production schedule of cinematics. We had a certain quality bar that we wanted to hit but the schedule wasn’t allowing for it to happen. In stepped Matt to establish the pipeline and help render out the final frames. Of course, our cinematics could not have been done without Rocky Newton, our cinematic director, and Nick Kondo, cinematic guru, being as dedicated as they are as well.
Matthew Allen, Primary Lead Artist: My job has covered a whole range of things, but my major focus over the last three months of the project has been getting the final cut-scenes into the game.
One of the things we identified as needing a lot of work at the end of the first Condemned game was the cut-scenes. We had spent a good amount of time developing a new process to get them into the game with consistent movement and camera animation, all controlled by the animators. However, as it was our first real console title we ran into a couple of issues; the biggest two being memory and frame-rate. As we were working with a limited amount of memory, and the cut-scenes needed to be rendered real time in the same streaming region as the rest of the game, we were forced to cut back on both texture resolution and animation fidelity. This led to some of the camera cuts and positions, which the animators choose based on how well the models looked in Maya, to look very pixilated and ’last gen’. Frame-rate also became an issue. Since all of our lighting and shadows are dynamic, being generated real-time, our frame rate is greatly affected by the amount of lights we have in a scene. So, we were severely limited by that factor also.
Early in production on Condemned 2, our cinematic director, Rocky Newton, and I sat down and brainstormed possible solutions to these issues. For the greatest flexibility form an animation standpoint we decided that we were going to pre-render all of our cut-scenes in Maya, using Mental Ray. This solved a number of our original issues, but created a few more – plus, for a number of folks it was disappointing. We all know that our engine can do some pretty amazing things, so there was some push for us to figure out a way to get the cinematics back in game.

























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