Lessons from the Character Creation Process of Destruction AllStars
summary
Team builds and ships a roster of 17 distinct characters by turning one-sheets into a connected mood board, running Myers‑Briggs style profile checks, and iterating runs and selects with three mocap shoots (nine actors on the largest day). Raw clips are edited in MotionBuilder with a “moframe” workflow, previewed live in Unreal via Live Link, then tied into shared data tables so each character needs only a core unique set (idle, run, start/stop, jump, emotes, arena entry, land/vehicle) — launch succeeds and earns a diversity nomination.
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chapters (11)
- 0:00Introduction to a career
- 3:24Five years of development
- 5:50Character development
- 13:10Character select sequences
- 16:14Animation workflow
- 21:46Motion capture production
- 29:40Gameplay integration
- 31:42Implementation and polish
- 34:54Launch and representation
- 38:48Senior role and mentorship
- 42:28Q&A session
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