
Last week, I attended an evening of good food, generous raffles and game design presentations at Mt. Ida College in Newton, Massachusetts. Great Eastern Technology sponsored the event, dubbed Not Your Average Game Night. I actually won a seat of Craft Animations software, and that blew me away. It's been a long time since my days as an Indigo 2 jockey on WaveFront, Alias and Vertigo software! This should be fun, tinkering. Thank you, GET and C2i!
Speakers for the night included:
Yuris Mangolds, from C2i Studios. He demonstrated his Craft Animations Director Tools workflow.
Jason Arnone, Art Manager, from Harmonix. Jason shared the role his art department played in creating the new Beatles Rock Band game.
I loved seeing the glimmers of life inside Harmonix as told by Jason. The poor guy had one of those dry, tickling coughs at the beginning of his presentation. But he hung in there and the audience was entranced by his stories, visuals and behind the scenes Beatles Rock Band stories. I would like to share some of what he told us.
Mandatory Band Practice for ALL EMPLOYEES
His opening slide featured a montage of band shots from employee gigs. Many coworkers have formed their own bands, and they take full advantage of the free studio time in the evenings, after the official business of designing music games leaves the tasty sound studio empty and up for grabs. This is, after all, a music company that happens to make games. Not the other way around, Jason clarified.
Blow it Out
Beatles Rock Band was originally conceived as a simple reskin of Rock Band 2. But once they got into the two year project, they realized that they needed to "blow it out" and create something unique. Of course, they kept the schedule the same! That sounds so very familiar. ;-) The need to bring in lots of project partners to hit their epic 9-9-9 release date probably accounts for some of the noticeable stylistic changes in different areas of the game's visuals. Passion Pictures in the UK did the intro for the game. MK12 did the chapter movies in the career mode.
A Very Touchy Game
The user interface team is comprised of Graphic Design, Motion Graphics, Illustration, Typography and Interaction Design. "It's a very touchy game," Jason explained. I was especially enthralled by the simple storyboards that he showed, trying to explain how they tied the camera's movement to the user interface. Those rollercoaster swoops of motion as you select different parts of the Dynamic 3D Environment... and your cloud scape banks dramatically to one side to reveal another level of the UI. These are the first things that I loved about Beatles Rock Band. And I wanted to see more storyboards explaining their technique.
A Very Dangerous Decision
The Environment arm of the company is made up of Concept Art, Story Boards, Lights, Cameras, and Special Effects. It was decided to create Historical Venues where the Beatles played *and* create Dreamscapes. These dreamscapes evoked the look and feel of key pieces of Beatles music and were a great challenge, Jason said. "It was a very dangerous decision to create dreamscapes," he admitted. I love when creatives share honest feedback about their creative process. He must have been referring to the schedule and artistic approvals. But I think he mentioned something about the new techniques that the team was inventing to deliver on these fantasy environments --> a far cry from the simple club or stadium venues of previous Rock Band game incarnations. He played the full Yellow Submarine dreamscape "video" and it was wonderful to experience all of its beauty and wonder without needing to concentrate on the notes streaming down the screen!
The Joy Filter
To bring the Beatles and their world to life required Animation, Sequential Art, Skin Shaders, and Special Effects. They used motion capture (or "mocap" as Yuris from C2i Studios called it!) on a really good Beatles tribute band. The faces and hands were built to accommodate any Beatles song, so that the animators could match the artists computer models to each Beatles tune. The intentional asymmetry of the facial modeling was impressive. Such dramatic eyebrows, all around! We viewed giant computer models of Paul's head, then Jason clicked to show John. Then a giant floating head sang an entire song. To make the singing faces look less somber, the animators used what they dubbed "the joy filter" or... an over-exaggeration of the many small movements in your face as one sings. The final touch, which really intrigued me, was the addition of tiny eyeball animations, so that the members of the Fab Four darted glances around the stage, audience and at each other, almost as if they were aware of what was happening. Jason said he was astounded when he watched a flawless animation of the band go to an unimagined higher level with the simple inclusion of these gracefully darting eyeballs! A company called Curious Pictures in NYC used Motion Builder to work on these animations.
Personal Touches
Character Art included Character Illustration, Fashion Design, 3D Modeling and Texturing. The stack of fashion design sketches for all the costumes that were modeled for the game was staggering. All those rocker accessories! The Beatles and their families opened up their homes to share personal stories and photographs of the Beatles years. Yoko Ono, an artist herself, was instrumental in the design process and she provided great feedback, Jason said. Apparently, there is a part of the game where the Beatles are chattering with each other in the sound studio before the game play starts. This "background conversation" is based on a never before heard track of Beatles audio. Actual audio from the Beatles! How cool is that? Such passion and attention to detail should be commended and celebrated. I can't wait to visit my friend Dave in the Berkshires and play some more of the Beatles; this presentation by Harmonix gave me an even greater appreciation for this musical game masterpiece. Or is that a gaming musical masterpiece?


