~/talk

Virtual Cinematography and Non-Linear Editing Workflows on The Quarry

Talkat Unreal Fest 2022 · 2022-10-17..10-20· [game-development]
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slides:none on file

Game cinematography uses Unreal, Live Link, Take Recorder and Digital Domain’s virtual camera to turn mocap into editable film-style shots: 14 actors fully scanned over 42 days yielding 32 hours of facial performance and ~250 million rendered mocap frames across 3,555 sequences (~15 hours). Per-shot lighting and a shot-track-based, nondestructive workflow replace destructive sequencer edits, cutting content management and enabling parallel audio/lighting work. Hardware: VIVE trackers, custom carbon-fiber rigs and iPad/TV viewfinders. Result: real-time iteration on branching scenes and reusable shots for complex branching narratives.

AI-written summary · about

  1. 0:00Virtual cinematography intro
  2. 3:30The Quarry’s branching narrative
  3. 9:02Performance capture & animation
  4. 12:09Virtual cameras & remote setup
  5. 19:04Adapting tech for game dev
  6. 20:55Sequence breakdown in Unreal
  7. 23:49Nonlinear editing challenges
  8. 29:51Traditional workflow limits
  9. 32:30Game vs film editing
  10. 33:56Shot track in Unreal
  11. 36:32Restructuring sequences
  12. 41:48New workflow benefits
  13. 42:36Parallel workflows & feedback
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