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Dori Arazi (Director of Photography, Sony Santa Monica Studio)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Visual Arts
Vault Recording: TBD
Audience Level: All
This session is for all the lovers of cinematics. It will cover the lessons and techniques learned during the development of 'God of War' that allowed the Santa Monica Studio team to achieve a "no cuts" game experience. This session will cover thought approaches, technical applications and tools that aided in this process. It will discuss film making approaches vs. cinematic creation and how the 'God of War' leveraged the strength of both to execute on a consistent and clear visual game experience, from pre-pro to shooting on set. Doing so even with a limited "no-cuts" vocabulary.
Attendees will gain a firm understanding of the lessons learned and techniques used to design and implement a no-cut experience, along with its experiential uses. They will be given a call to action: what can be achieved with available virtual production tools when properly leveraged and food for thought on how to move the field forward.
The target audience is mainly cinematic game artists. From pre-vis/layout, through cinematic animation but mainly for cinematic leads/directors. Though anyone with a passion for creating emotionally evocative narrative in games will enjoy this session. Knowledge of MotionBuilder, Maya and basic principles of motion capture would be very helpful.