The Cinematics of 'Horizon Forbidden West'

The Cinematics of 'Horizon Forbidden West'

Introduction and Setting

The speaker introduces the game as an open-world third-person action RPG set on Earth after a mysterious apocalyptic event. The protagonist, Eloy, is a machine hunter tasked with uncovering the secrets of the world and restoring order.

Game Description

  • Open-world third-person action RPG set on Earth after an apocalyptic event.
  • Protagonist is Eloy, a machine hunter.
  • Objective is to uncover secrets and restore order to the world.

Focus on Cinematics

The speaker discusses the focus of this presentation on the cinematics that bring the game's story to life. Introduces Ismael Ore as the cinematics director at Guerrilla Games.

Speaker Introduction

  • Ismael Ore is the cinematics director at Guerrilla Games.
  • Presentation will focus on cinematics in Horizon Forbidden West.

Experience and Background

Ismael Ore shares his experience as a filmmaker and his background in directing both live-action short films and cinematics for games.

Speaker's Experience

  • Ismael Ore has 15 years of experience directing live-action short films and cinematics.
  • One of his short films was showcased at Cannes Film Festival.
  • Met first contact in gaming industry at Cannes Film Festival.

Filming Performance Capture

Ismael Ore recalls his first day of filming performance capture for Horizon Forbidden West, where they had 12 actors on set. Talks about realizing the massive scope of the game and the need for a process to maintain consistent quality throughout.

First Day of Filming Performance Capture

  • Had 12 actors on set for performance capture.
  • Realized the massive scope and scale of the game.
  • Recognized the need for a process to maintain consistent quality.

Ensuring Consistent Quality

Ismael Ore emphasizes the importance of maintaining consistent quality throughout the game. Talks about digging into his filmmaking background and experience in game development to achieve this goal.

Importance of Consistent Quality

  • Goal is to keep players immersed and engaged with the story.
  • Recognized the need for a process to ensure consistent quality.
  • Dug into filmmaking background and game development experience.

Achieving Consistency

Ismael Ore shares that they did their best to live up to their goal of maintaining consistent quality. Mentions shooting around 500 scenes, having 3,900 choice nodes, 17,000 shots, and a total runtime of 22 hours.

Efforts Towards Consistency

  • Did their utmost best to maintain consistent quality.
  • Shot around 500 scenes for cinematics.
  • Had 3,900 choice nodes and 17,000 shots.
  • Total runtime is approximately 22 hours.

Storytelling Tools

Ismael Ore introduces the storytelling tools used in Horizon Forbidden West's cinematics. Aims to provide insights into these tools through concrete examples from the game.

Storytelling Tools

  • Casting
  • Script analysis
  • Storyboard and previz
  • Performance capture and motion capture
  • Camera and layout (cinematography and editing)
  • Review process

Theme Park Metaphor

Ismael Ore uses a theme park metaphor to explain the contrast between main quest cinematics (roller coaster) and optional content (spinning teacup). Talks about the challenge of filling an open world with interesting content.

Theme Park Metaphor

  • Main quest cinematics are like a roller coaster.
  • Optional content is like a spinning teacup.
  • Challenge of filling an open world with interesting content.

Example Scene Analysis

Ismael Ore analyzes a scene from Horizon Zero Dawn to showcase the contrast between high-quality bespoke cinematics and more generic procedural content.

Scene Analysis - Horizon Zero Dawn

  • Contrasts bespoke camera animation with generic spinning teacup ride.
  • Analyzes scene where Silence saves Eloy from Helis.
  • Highlights the importance of maintaining consistency in quality.

Conclusion

The presentation provides insights into the cinematics of Horizon Forbidden West, focusing on maintaining consistent quality and using various storytelling tools. The speaker shares their experience and background, emphasizing the challenges of creating an open-world game with engaging cinematics.

Concrete Example of Scene in Horizon Forbidden West

The transcript discusses a specific scene from the game Horizon Forbidden West called "The Quest the Sea of Sands." It features characters Marlin and Asaram, who are part of a group of showmen. Asaram wants to dive into the sunken city of Las Vegas to find treasure and put on a great show.

Scene Description

  • Marlin and Asaram are part of a group of showmen.
  • Asaram wants to dive into the sunken city of Las Vegas to find treasure.
  • The scene is set in "The Quest the Sea of Sands."
  • Asaram aims to put on an impressive show.

First Encounter with Characters

This section introduces Eloys, who encounters Marlin and Asaram for the first time.

First Encounter

  • Eloys encounters Marlin and Asaram for the first time.
  • The sequence is longer and will be used as an example for other discussions.

Dialogue Exchange

This section includes a dialogue exchange between Eloys, Marlin, and Asaram.

Dialogue Exchange

  • Eloys mentions being close to drowning but not giving up.
  • Marlin suggests leaving without helping if Eloys drowns.
  • The visionary's fate hangs in the balance.
  • A stranger named Moreland appears suddenly.

Diving Bubble Invention

This section focuses on a diving bubble invention created by Moreland.

Diving Bubble Invention

  • Moreland presents a diving bubble invention called Mark I.
  • There was also a Mark II version that got stuck halfway down during testing.
  • Eloys questions the safety of the invention.
  • Moreland explains the need for portability.

Machine Kneecap and Partnership

This section discusses a machine kneecap and the partnership between Eloys and Moreland.

Machine Kneecap and Partnership

  • Eloys suggests using a machine kneecap as a filter.
  • Moreland mentions needing a synthetic membrane for the diving bubble.
  • They establish a partnership and refer to each other as partners.

Roller Coaster and Structure Description

This section includes references to a roller coaster and describes an enormous hollow structure.

Roller Coaster and Structure Description

  • A roller coaster is mentioned briefly.
  • The structure beneath them is described as an enormous hollow dome protected from the sands.
  • An elevator was built for easy access in and out of the structure.

Casting Process in Horizon Forbidden West

This section focuses on the casting process used in Horizon Forbidden West, influenced by performance capture and likeness goals.

Casting Process

  • Casting was identified as critical in the production process.
  • The goal was to double down on likeness for main characters.
  • Alison J plays Alva, Gino Siegers plays Hikaru, Erica Lutrell plays Oh.
  • A filmmaking approach was used for casting, emphasizing vocal, physical performance, and likeness.

Importance of Judith Weston's Workshop

This section highlights the importance of Judith Weston's workshop on communication with actors during production.

Importance of Judith Weston's Workshop

  • Judith Weston's book provides tools and tips for communicating with actors.
  • Her chapter on casting aligns with the project's approach.
  • Weston's workshop at the start of production was beneficial.

Evaluating Talent and Likeness

This section discusses the evaluation of talent and likeness during the casting process.

Evaluating Talent and Likeness

  • The main objective in casting is to determine if actors are right for their respective roles.
  • Evaluation includes assessing skills, vocal and physical performance, and likeness to main characters.
  • A step-by-step process involving casting sheets, self-tapes, shortlisting, and live auditions was followed.

Validating Critical Aspects in Live Auditions

This section focuses on validating critical aspects during live auditions.

Validating Critical Aspects in Live Auditions

  • Live auditions were used to validate actors' creative ideas and unique takes on scenes.
  • Actors' ability to listen to scene partners and adjust direction was assessed.
  • Use of space creatively, especially for performance capture, was evaluated.

Character Motivation and Backstory

In this section, the speaker discusses the importance of character motivation and backstory in casting. They mention that clear objectives, motivation, and goals for the characters should be analyzed. The speaker also emphasizes the significance of analyzing facts, sequence of events, and critical moments in the script. Additionally, they highlight the value of finding creative adjustments and exploring "what if" scenarios to generate conflict and tension in a scene.

  • Clear objectives and motivations for characters are important.
  • Analyze facts, sequence of events, and critical moments in the script.
  • Find creative adjustments to create conflict and tension.
  • Explore "what if" scenarios to generate different perspectives.

Script Analysis from a Directing Standpoint

The speaker explains what directors should look for during script analysis. They emphasize the importance of clear character objectives, analyzing facts and sequence of events, as well as finding creative adjustments. The speaker suggests asking actors to play opposite meanings or paraphrasing lines to gain different perspectives. They also mention how analyzing scenes can help with blocking and communication with actors.

  • Look for clear character objectives.
  • Analyze facts and sequence of events in the script.
  • Find creative adjustments to enhance scenes.
  • Ask actors to play opposite meanings or paraphrase lines.
  • Analyzing scenes helps with blocking and communication.

Example Scene Analysis - Moreland's Objective

The speaker dives into an example scene featuring a character named Moreland. Moreland's objective is described as diving into a sunken city to retrieve magical artifacts in order to achieve his dream of putting on a great show. The speaker highlights the importance of understanding Moreland's objective when analyzing this scene.

  • Moreland's objective is to retrieve magical artifacts from a sunken city.
  • Understanding Moreland's objective is crucial for analyzing the scene.

Example Scene Analysis - TJ Tyne's Audition

The speaker introduces an audition tape of TJ Tyne, who was cast as Berlin. They discuss the importance of listening to a scene partner and showcase an excerpt where Tyne adjusts his performance based on the interaction with another character. The speaker also mentions using creative adjustments, such as introducing a missing part for the diving belt, to enhance the scene.

  • Listening to a scene partner is important.
  • TJ Tyne adjusts his performance based on interaction with another character.
  • Creative adjustments, like introducing a missing part, can enhance scenes.

Exploration and Direction in Scenes

The speaker emphasizes the importance of exploring scenes and pushing them in different directions. They mention that trust between actors can influence their performances. An excerpt is shown where Tyne explores the scene by trying to build trust with his scene partner.

  • Explore scenes and push them in different directions.
  • Trust between actors can influence performances.

Timestamps are provided for each section based on the given transcript.

The Importance of the Casting Process

This section discusses the significance of a robust casting process in ensuring the best possible talent for a film or project.

The Role of Casting in Scene Performance

  • The actor's performance is foundational to every scene.
  • A robust casting process helps ensure the selection of the best possible talent.
  • Building variations of scenes during casting allows for choices and flexibility during editing.

Confidence and Approach to Scenes

  • A thorough casting process gives confidence in approaching scenes and characters.
  • Knowing that a scene aligns with earlier material boosts confidence during shooting.

Storyboards and Previsualization

This section explores the objectives and benefits of storyboarding and previsualization in filmmaking.

Creating a Visual Plan

  • Storyboards serve as a visual plan for scenes, providing a framework for communication with the team.
  • Consistency in style across all scenes is crucial for maintaining quality throughout the project.

Feedback and Communication Tool

  • Storyboards are used as feedback tools during weekly reviews with art and design leads.
  • They facilitate communication with other departments such as audio and VFX.
  • Placing storyboards directly inside the game allows everyone to see the intended perspective on scenes.

Briefing Motion Capture Crew and External Partners

  • Storyboards help brief motion capture crews about major beats, blocking, and specific set requirements.
  • They aid in briefing external partners about layout, animation, and addressing missing elements or beats.

User Research and Playtesting

  • Storyboards play a role in user research by gathering feedback that can be addressed during storyboard phase or on set.

Approaching Storyboard Creation

This section provides insights into how storyboarding is approached, starting from location scouting to finalizing boards.

Location Scouting

  • Location scouting is done using a debug camera with a wide lens to inform the storyboard artists about the scene's objective.

Isometric Process and Line of Action

  • The isometric process involves creating a three-quarter top-down view of the scene, including major beats.
  • Line of action and shooting angles are considered during this stage.

Board Process and Feedback

  • Storyboarding begins after establishing the isometric view.
  • Feedback from reviews can lead to additions or changes in the storyboard, enhancing energy and connections in scenes.

Conclusion

The transcript covers two main topics: the importance of casting for scene performance and the role of storyboards in previsualization. It emphasizes the need for a robust casting process to ensure quality performances. Storyboards serve as visual plans, aiding communication, feedback, and briefing various teams involved in filmmaking. The approach to storyboarding involves location scouting, an isometric process, and incorporating feedback for improvements.

Pre-production and Flexibility

In this section, the speaker discusses the importance of being flexible during the filming process and highlights the need to have a plan while remaining open to new ideas.

Importance of Flexibility in Filming

  • It is important to have a plan and be prepared with storyboards and pre-production materials.
  • However, it is equally important to be flexible and open to new ideas during the filming process.

Using Previz for Action Scenes

  • Previz (previsualization) is highly recommended for action-heavy scenes with complex choreography and blocking.
  • It helps communicate ideas not only to the team but also to other departments involved in the production.

Example: Scene with Shuttle Falling on Snakes

  • The speaker shares an example of using previz for a scene where Eloy needs to deal with a falling shuttle and snakes.
  • Isometrics, location scouting, and communication were key elements in conveying the vision for this scene.
  • The objective was to ensure that Eloy appears smart, has agency, and always looks for a way out.

Previs vs. Storyboards

This section compares previsualization (previz) with storyboarding as options when working within budget constraints.

Previs vs. Storyboards

  • If budget allows, previz is highly recommended as it provides a visual representation of complex scenes.
  • However, if time or budget constraints exist, using storyboards along with basic blocking can be an effective alternative.
  • Isometrics can also be used as a simplified form of pre-production visualization.

Performance Capture vs. Motion Capture

The speaker explains the difference between performance capture and motion capture and discusses their preparation phases.

Performance Capture vs. Motion Capture

  • Performance capture involves capturing the voice, face, and body data of actors.
  • Motion capture focuses solely on capturing body movements.

Preparation for Performance Capture and Motion Capture

  • The preparation phase is divided into two parts: briefing and filming.
  • During the briefing phase, pre-production materials like isometrics, previous performance captures, storyboards, concept art, and mission summaries are shared with the actors.
  • Questions are answered, scene breakdowns are discussed, and consistency in character behavior is emphasized.
  • The briefing should be concise to make the most of stage time.
  • In the filming phase, playable objectives, creative adjustments, alternate blocking, camera understanding, and line of actions are considered.
  • Flexibility is important even with a well-prepared plan.

Performance Capture Example

The speaker shares a video clip showcasing performance capture from Ashley Birch (Eloy) and Alison J (Alva) in a scene called "Seed of the Past."

Video Clip: Performance Capture Scene

  • A video clip featuring Ashley Birch as Eloy and Alison J as Alva is shown.
  • This scene depicts Eloy seeing Alva for the first time.

Timestamps have been associated with relevant bullet points.

New Section

In this section, the speaker expresses their desire to understand the situation and asks about the origin of a Focus device.

Understanding the Situation

  • The speaker wants to figure out what is happening.
  • They inquire about where the Focus device was obtained.
  • The speaker learns that the Focus was passed down through generations and possesses special powers.
  • The power of the Focus lies in ancient places and darkness, waiting to be discovered.

New Section

This section discusses performance capture and provides suggestions on prioritizing certain aspects for budget allocation.

Performance Capture and Budget Allocation

  • Performance capture allows for realistic listening and reacting in scenes.
  • Character introductions and emotional moments are recommended areas to allocate more budget as they enhance scenes significantly.

New Section

This section focuses on the briefing phase of a scene, including concept art and character descriptions.

Briefing Phase

  • Concept art is shown to communicate important details to actors, such as seafaring elements for certain characters.
  • Character concept art highlights unique features like Alva's diviner abilities and different appearances of soldiers.
  • Isometric views aid in blocking out scene movements.

New Section

This section delves into objectives and creative adjustments given to actors during filming.

Objectives and Creative Adjustments

  • Each character has specific objectives: Eli aims to gather information, Alva seeks crucial data for her tribe, and Ayla's objective is to save the world.
  • Creative adjustments are provided to actors to enhance their performances, such as creating stress or emphasizing the importance of certain elements.

New Section

This section discusses blocking and potential conflicts within a scene.

Blocking and Conflicts

  • Props like books and data are used to create conflict in scenes.
  • Tension is built through interactions at a table, with the possibility of soldiers outside.

New Section

Due to COVID-19 restrictions, changes were made in the production process, including more voice recording and utilizing different studios.

Adaptation During COVID-19

  • Performance capture plans had to be adjusted due to COVID-19 restrictions.
  • Voice recording became more prominent with the main cast working remotely.
  • Different studios were utilized for motion capture scenes, including local talent casting and collaboration with partner studios.

New Section

The speaker emphasizes the importance of having a defined process and protecting it during challenging times.

Importance of Process

  • A clear style guide was established at the start of production for effective communication with internal teams and external partners.
  • Aligning the player's perspective with Eloy's perspective is crucial in scene introductions.
  • Prime lenses were chosen as part of the visual style guide.

The transcript ends abruptly after this point without further relevant information or timestamps available.

New Section

In this section, the speaker discusses the process of camera work and transitions in filmmaking for creating immersive experiences.

Camera Work and Transitions

  • The speaker explains the importance of working with different lenses to achieve various shots, starting from wide angles and gradually moving closer to create a more intimate feel.
  • To avoid jarring transitions between shots, they emphasize the need for smooth movements and reframing against actor performances.
  • The goal is to create a sense of an operator capturing the action, rather than having perfectly precise cameras.
  • Continuity of movement is maintained by matching velocities between shots, unless there is a storytelling purpose behind deviating from this rule.
  • Economical setups are preferred to establish consistent shots for players.

New Section

This section focuses on lighting techniques used in the game development process.

Procedural Lighting System

  • A procedural lighting system was developed by Julian Freeze, the lead cinematics lighting artist, which provided a strong foundation for character lighting throughout all scenes.
  • The small team of lighting artists ensured consistency across scenes by using this system.

New Section

Here, the speaker discusses improvements made in camera layout and review processes during the project.

Improvements in Camera Layout

  • Initially, camera layout was not progressing as fast as desired until Jan Bart Van Beek pushed for cameras to be integrated directly into Decima or in-game engine. This significantly sped up the process by allowing quick adjustments and involving other team members who had completed their tasks.
  • To handle the large amount of camera work, freelance Directors of Photography were hired to assist with reviewing scenes. Senior marketing artists also contributed to the review process.
  • Tweakability was enhanced by doing camera layout in-game at the critical phase of the project when final geometry was available, resulting in a smoother workflow.

New Section

This section focuses on the challenges faced during the review process and the systems put in place to overcome them.

Review Process Challenges

  • The extensive duration of gameplay footage (22 hours) required testing on both PS4 and PS5 consoles, which posed technical challenges that were eventually resolved.
  • A significant number of dev kits were used for capturing daily footage and reviewing scenes with specific lighting conditions at different times of day.
  • A scene naming system was implemented to facilitate communication during reviews, including information such as frame numbers, time of day, shot names, lens used, and aperture settings.

New Section

In this section, the speaker discusses giving actionable notes for artists working on a sequence and shares insights about the casting process, script analysis, storyboard, performance capture, motion capture, camera layout process, and review process.

Actionable Notes for Artists

  • The speaker mentions that they provided actionable notes for artists working on a sequence.
  • They explain that in their style, they avoid overlapping characters too much to improve readability.
  • The speaker emphasizes the importance of providing clear and specific notes to help artists improve their work.

Insights about the Casting Process

  • The speaker highlights the casting process as an important aspect of creating the sequence.
  • They mention script analysis, storyboard review, performance capture, motion capture, camera layout process, and review process as key elements in the casting process.
  • The speaker emphasizes that there is no secret ingredient for success but rather a lot of hard work involved.

Acknowledging Key Contributors

  • The speaker expresses gratitude towards various individuals who played significant roles in the project.
  • Specific people mentioned include Jachen Willemson (VO Director), Daniel Sipes (Cinematics Animation Director), Jessica Rigavandenberg (Principal Producer), James Grow (Lead Cinematics Animation), PJ Hugh (Cinematic Sequence Lead or Technical Cinematics Director), Julian Fries (Lead Cinematics Lighting Artist), Janerik Cheval (Studio Animation Supervisor), Jan Bard Van Beek (Studio Ed), and Ben Mecca (Studio Narrative Director).
  • These individuals are recognized for their contributions to the motion capture and cinematics aspects of the project.

New Section

In this section, the speaker provides their contact information for further communication. They also acknowledge sad news regarding someone named Lens Riddick.

Contact Information

  • The speaker offers their contact information for anyone who wants to reach out.
  • They mention that a picture of the contact information is available for reference.

Acknowledging Sad News

  • The speaker expresses their deepest condolences to Lens Riddick's friends and family.
  • They mention that the team will miss him in their game, indicating that Lens Riddick was likely involved in the project in some capacity.

Timestamps are provided based on the transcript.

Video description

Horizon Forbidden West is one of the few games that showcases a colossal 22 hours of cinematic content across an open-world game. This session shares an exclusive breakdown of key scenes, principles, and tools the project used to sustain a high-visual fidelity across the experience. The all-virtual GDC Showcase is happening this June 27-29! For more information, be sure to visit our website and follow the #GDCShowcase hashtag on social media. Subscribe to the GDC newsletter and get regular updates via Facebook, Twitter, LinkedIn, or RSS. Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.