Virtual Cinematography and Non-Linear Editing Workflows on The Quarry
summary
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.
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chapters (13)
- 0:00Virtual cinematography intro
- 3:30The Quarry’s branching narrative
- 9:02Performance capture & animation
- 12:09Virtual cameras & remote setup
- 19:04Adapting tech for game dev
- 20:55Sequence breakdown in Unreal
- 23:49Nonlinear editing challenges
- 29:51Traditional workflow limits
- 32:30Game vs film editing
- 33:56Shot track in Unreal
- 36:32Restructuring sequences
- 41:48New workflow benefits
- 42:36Parallel workflows & feedback
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