Blizzplanet's got the tip
on a great interview over at CG Channel with the Blizzard CGI team
, responsible for, among many other great cinematics, putting together the Wrath
intro trailer. We heard from this team back at BlizzCon
, and here they give a little more insight into the thinking behind their process, rather than the process itself.
One of the first questions that comes up is one that everyone would like to ask: Why haven't we seen a longer feature from these guys? But they say that, as always, their first priority is making great games, not great features, and as much as people would want to see a 60 or 90 minute cinematic from this team, they work for a game company. They also talk about something they've been working more on lately: in-game cinematics. I saw this at work in Starcraft II
back at BlizzCon -- while most of Blizzard's cinematics so far have been completely separate from the in-game art, Starcraft II
introduces models that are high-quality enough to be rendered cinematically, so much of the actual cutscenes are in-game rather than in separately rendered CGI. But as the team points out, their goal is to make them no less awesome.
Finally, they do get into the nitty-gritty of designing their cinematics, and 3D animators will enjoy the ins and outs of how Blizzard made Arthas summon that Frostwyrm
. We're just in awe of how much great work this team does -- hopefully we'll be seeing lots more of it in the future.
Filed under: Analysis / Opinion, Machinima, Odds and ends, Blizzard, NPCs, Wrath of the Lich King