Mass Effect: Andromeda: Naughty Dog’s Two Cents

While everyone is in a Pathfinder-fever (us… not really), someone in the gaming industry has shared his opinion about Mass Effect: Andromeda.

Naughty Dog’s Animator, Jonathan Cooper, who previously worked at Bioware, has said his opinion on Twitter . Allow us to quote him:

„Animating an RPG is a big undertaking – completely different from a game like Uncharted, so comparisons are unfair. Every encounter in Uncharted is unique & highly controlled because we create highly-authored ‘wide’ linear stories with bespoke animations. Conversely, RPGs offer a magnitude more volume of content and importantly, player/story choice. It’s simply a quantity vs. quality tradeoff. In Mass Effect 1 we had over 8 hrs of facial performance. In Horizon Zero Dawn they had around 15. Player expectations have only grown.

As such, designers (not animators) sequence pre-created animations together – like DJs with samples and tracks. Here is the Frostbite cinematic conversation tool circa Dragon Age Inquisition; here’s the cinematic conversation tool for the Witcher 3. Both tools make it fast to assemble from a pool of animations. Because time denotes not every scene is equally possible, dialogues are separated into tiered quality levels based on importance/likelihood. The lowest quality scenes may not even be touched by hand. To cover this, an algorithm is used to generate a baseline quality sequence.

Mass Effect 1-3 populated default body ‘talking’ movement, lip-sync and head movement based on the dialogue text. The Witcher 3 added to this with randomly selected body gestures that could be regenerated to get better results. Andromeda seems to have lowered the quality of its base algorithm, resulting in the ‘My face is tired’ meme featuring nothing but lip-sync. This, presumably, was because they planned to hit every line by hand. But a 5-year dev cycle shows they underestimated this task (all this is exacerbated by us living in an era of share buttons and youtube, getting the lowest quality out to the widest audience.)

Were I to design a conversation system now, I’d push for a workflow based on fast and accessible face & body capture rather than algorithms. While it hasn’t 100% proved this method, Horizon Zero Dawn’s better scenes succeed due to a use of facial mocap.

The one positive to come out of all this is that AAA story-heavy games can’t skimp on the animation quality with a systemic approach alone. The audience has grown more discerning, which makes our job more difficult but furthers animation quality (and animators) as a requirement.”

We don’t have to say anything else.

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Anikó, our news editor and communication manager, is more interested in the business side of the gaming industry. She worked at banks, and she has a vast knowledge of business life. Still, she likes puzzle and story-oriented games, like Sherlock Holmes: Crimes & Punishments, which is her favourite title. She also played The Sims 3, but after accidentally killing a whole sim family, swore not to play it again. (For our office address, email and phone number check out our IMPRESSUM)

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