Wednesday, August 7, 2013

Blog3:DIGIC Pictures

Blog3:DIGIC Pictures-Responsible for creation of video game intro trailers
Detailed interview: http://www.artofvfx.com/?p=1378
Assassin's Creed Revelations game trailer by DIGIC: http://www.youtube.com/watch?v=HMsbMK9Odoc


            Digic Pictures is a Hungarian animation company that started in 2001 that created special effects on the blockbuster movie Terminator 3. They later decided to work on video game cinematic intros to games such as Assassin's Creed Revelations, Mass Effect 3, and Halo 4 (all of which I am obsessed with). They are now a growing team of 80 people who share a passion of detailed work along with determination to create a beautiful cinematic to entice its audience to play the game. I was very excited to come across a detailed interview with the company because they were able to share their thoughts and steps it took to create such a unbelievably realistic atmosphere by merely computer generated art. I chose this company to research rather than a specific person because the team of 80 work on different scenes and develop them as a team. I myself watch these game trailers and dream that one day I can also become somebody that is a part of something as spectacular as this. To me these types of things seem like they are too good to be true and out of reach to a newly graduated college student who desperately needs more experience in working with computer generated art with all of the programs that come along with it (but I do believe that it can be achieved through determination and time). It was inspiring to read this interview because it makes it easier to break down the steps and programs they used in order to create it as well as to make it known that this type of creativity and perfection can be created by humans. This interview also gave Digic a voice that made them more human and at the same time explained how these types of cinematics are created. Digic explained that to start off with a project they are given, they have to consult with the client in order to see their vision of how the trailer should be as well as obtain extended amounts of detailed information on the game itself. In this particular interview Digic spoke with the company that created Assassin's Creed (Ubisoft) and obtained their views on the game and how it should look. Digic explained that the rest of the creativity and vision was left up to them. They also explained that it took about 4 months to produce this particular cinematic which is incredibly short. At the same time it can be expected that it would take such a short amount of time because they have 80 talented people working on multiple movies throughout that allotted amount of time. Towards the end of the interview I read "What are your softwares and your pipeline at Digic Pictures?", and this is what really stuck out because this is the part where they break the animation down into a humanistic perspective.  In order to create a work of art on the computer one must extensively know the program they are using or else it becomes a burden that will frustrate and cause stress to the individual. In order to work for a well-known company one must not only have an artistic background but they must also become familiar with these meticulous programs in order to become successful  in this particular art field.  Digic Pictures explains "In asset creation we use Maya, 3DS Max, ZBrush, Bodypaint and Photoshop- the first two are supported by many in-house plugins. The scenes are assembled in Maya, the same software we use for animation. For rendering we use Arnold and the completed layers are "polished together" in Nuke. It is very useful that the features of Maya are adjustable, we can broaden the variety of functions by adding or replacing existing plug-ins with our own solutions, so we can say that Maya serves mainly to provide the technical framework in our pipeline. When we chose the software for rendering and compositing, the final decision was based upon the software's dependability and ability to perform robustly in a large-scale production environment". Basically, some of these programs are available to the household user which gives hope to aspiring graphic artists. This research gives me hope and inspiration as well.