In order to give Beyond: Two Souls’s star, Jodie Holmes, 320 in-game animations the studio spent one year in motion capture development, revealed Quantic Dreams CEO, Guillaume de Fondaumiere in a recent interview with Bone-idle over the weekend. This time consuming, yet rewarding process is where Fondaumiere sees all titles of this kind going.
“We spent a lot of time capturing movements for Jodie Holmes,” Fondaumiere explains. “It’s insane. I think it’s very important to the experience and we see Jodie in different scenes at different ages and she never has the same body language, never has the same animations. Why? Because it’s meaningful, it’s characterizing.”
The lifelike look and nature of the game is attributed to insight learned “from understanding how movie works,” Fondaumiere credits. “It’s something that I think we’re pioneering,” he adds.
This Hollywood approach to game development is a growing trend in the industry. Splinter Cell: Blacklist director, Patrick Redding described a TV/movie esque casting/acting process where characters were chosen based on physical likeness, as well as vocal prowess, when considered for their animated countmocap
erparts. Hideo Kojima has opened a brand new L.A. studio for this very purpose. As to Fundaumiere’s thoughts on this: “I think in 5 years time all the games will be doing this.”
Naturally, this wouldn’t apply to more abstract games, like say, The Wonderful 101, Mark of the Ninja or Minecraft. But for photo realistic titles like COD, Titanfall and Battlefield, mocap is an integral part of development.
Beyond: Two Souls will release exclusively for PS3 on October 8th, 2013 in NA.