AI systems, 3D scanners and rendering tools are used in both films and games.
However, Sanjay Mistry
states that it isn't always that simple. 'I haven't had that experience
yet, but it may have happened on other projects within EA,' said
Mistry. To show how the film tie-in process usually works, he provides
the example of the 'Harry Potter' series of games created at EA, in
which all the assets were created by EA from scratch. However, he added
that EA had full access to the film locations and cast to make the
games, and the company used motion capture techniques similar to those
used in the film industry. 'We're allowed to take photographs, and we
then use the actors and actresses from the movie to scan them,'
explained Mistry. They come to an external facility that we use to scan
in their faces - obviously they're all licensed. They love the fact
they're now this 3D character in a game.'
There are
compatibility problems with the way in which some film effects work
with game engines. 'If you want a building to fall down in a certain
way in a film,' says Mistry, 'you could use Maya to create that dynamic
simulation.' However, when you then try to use that same simulation in
a game, Mistry explains, 'some of those elements within Maya would not
come through to the game engine'.
'Too many other factors are
involved,' continues Mistry. 'Our 3D objects have to be malleable, and
you still have to move this way and that way around them. However, if
an object in a movie falls and it doesn't look right, then it's okay,
as you can go back and recalculate some of that.'
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