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View Full Version : L.A Noire...Its Back!



Limited
November 11th, 2010, 12:56 PM
Hell yes, 6 years in the making and finally a real trailer. The first one was just CG that was released before the first ever GTA 4 teaser trailer. I love the mafia style 50's storyline and this is set to deliver.

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I'm pumped, a friend and I had to develop a game idea for a project, we developed character backgrounds, the plot, background story, designed a few cutscenes for the game, drew character designs, I modeled and animated a 3D scene...Then a few weeks after deadline, Rockstar released L.A Noire info, we were stunned.

Oh, and the title for our game was After Dark.

Kornman00
November 11th, 2010, 04:05 PM
I could have sworn I saw a gameplay trailer for this...but I must be getting it confused with Mafia 2 or something. I do remember the CGI trailer for this...I can't believe it's taken 6 years to finally get to this point :\. In either case, I'll probably get this around the time it comes out, at least to hold me over until the next GTA comes out to satisfy my sandbox game world desires.

Bodzilla
November 13th, 2010, 12:24 AM
Hell yes, 6 years in the making and finally a real trailer. The first one was just CG that was released before the first ever GTA 4 teaser trailer. I love the mafia style 50's storyline and this is set to deliver.

I'm pumped, a friend and I had to develop a game idea for a project, we developed character backgrounds, the plot, background story, designed a few cutscenes for the game, drew character designs, I modeled and animated a 3D scene...Then a few weeks after deadline, Rockstar released L.A Noire info, we were stunned.

Oh, and the title for our game was After Dark.
??

p0lar_bear
November 13th, 2010, 12:47 AM
I remember, and still have, the GameInformer issue that featured this. The facial animation technology in this is supposed to blow everything else out of the water, and it's used as a gameplay mechanic; watch peoples' facial expressions as you press them for info in interviews to your advantage. Also, the team's doing a fuck of a lot of research into 50's L.A. to make it as historically accurate as possible in terms of locale and the way everything looks.

Limited
November 13th, 2010, 01:50 AM
I remember, and still have, the GameInformer issue that featured this. The facial animation technology in this is supposed to blow everything else out of the water, and it's used as a gameplay mechanic; watch peoples' facial expressions as you press them for info in interviews to your advantage. Also, the team's doing a fuck of a lot of research into 50's L.A. to make it as historically accurate as possible in terms of locale and the way everything looks.
Are you talking about NaturalMotion's facial animation technology? Theirs is extremely impressive and could be what they use, as its the same company that makes Euphoria.

Or perhaps you are talking about Image Metrics's facial animation technology.

p0lar_bear
November 13th, 2010, 09:15 AM
All I know is it doesn't use faces rigged with bones (Unreal) or flex animation (Source); it's a conversion of video capture from multiple angles that's then applied to a 3D mesh in real time. I don't know who does it off the top of my head, but one of the devs said in regards to it that "the whole uncanny valley thing is out the window."

Bodzilla
November 14th, 2010, 06:20 AM
clear this up for me limited, rockstar had a project for "design a game" where you and your mate made a game, it's tory line and a coupe of other things then a couple of months later an almost exact copy of your game project gets announced by them????



???

Limited
November 14th, 2010, 04:15 PM
clear this up for me limited, rockstar had a project for "design a game" where you and your mate made a game, it's tory line and a coupe of other things then a couple of months later an almost exact copy of your game project gets announced by them????



???
Oh no, I had a uni project and we could pick any idea as long as we could extend the idea and start the design process. It was just pretty comical at the time, we went with the idea the mob had captured your family, the start cutscene was you driving back from from local PD and finding your house broken into, we then incorporated "evidence" in the scene that the mob had left behind. Which we used to tell the backstory of the family (i.e, the main guy picked a file up that had info and pictures of his daughter. During the game you make choices which take your player either along a good or bad path, you can be dirty cop and those choices affect your surroundings, how people react to you and stuff. Or you can choose to get revenge but in a lawful way...Anyways I'm rambling.

td;dr, Came up with an idea with all the documentation and started the development process, and before we could present it to our lecturer, Rockstar announced L.A Noire.

We were worried they could say we plagerised it all and stole it from Rockstar, then again we had done so much backwork it proved that we did produce it ourselfs, problem is a second (and external) marker might not believe that.

Kornman00
November 14th, 2010, 06:15 PM
it's a conversion of video capture from multiple angles that's then applied to a 3D mesh in real time.
Reach used the same tech and IIRC, they used Image Metrics.

Bodzilla
November 14th, 2010, 08:35 PM
Oh no, I had a uni project and we could pick any idea as long as we could extend the idea and start the design process. It was just pretty comical at the time, we went with the idea the mob had captured your family, the start cutscene was you driving back from from local PD and finding your house broken into, we then incorporated "evidence" in the scene that the mob had left behind. Which we used to tell the backstory of the family (i.e, the main guy picked a file up that had info and pictures of his daughter. During the game you make choices which take your player either along a good or bad path, you can be dirty cop and those choices affect your surroundings, how people react to you and stuff. Or you can choose to get revenge but in a lawful way...Anyways I'm rambling.

td;dr, Came up with an idea with all the documentation and started the development process, and before we could present it to our lecturer, Rockstar announced L.A Noire.

We were worried they could say we plagerised it all and stole it from Rockstar, then again we had done so much backwork it proved that we did produce it ourselfs, problem is a second (and external) marker might not believe that.
alright

cause i was kinda :S??

Phopojijo
November 15th, 2010, 03:15 AM
All I know is it doesn't use faces rigged with bones (Unreal) or flex animation (Source); it's a conversion of video capture from multiple angles that's then applied to a 3D mesh in real time. I don't know who does it off the top of my head, but one of the devs said in regards to it that "the whole uncanny valley thing is out the window."Unreal uses Image Metrics.

Image metrics outputs their animations to your choice of bone and/or blend (tween these two models with the same number of vertices as if they were keyframes) rigs.

So uh -- no special sauce there. Basically you send them the video and they give you back animation curves... less "new technology"... more "specialty contractors".

It's not a realtime process... they need to train their program then they tweak the output by hand before handing it back to you a couple of weeks later.