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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[The Last of Us behind the scenes vid shows how mo-cap becomes final copy]]></title><link>http://www.joystiq.com/2012/12/14/the-last-of-us-behind-the-scenes-vid-shows-how-mo-cap-becomes-fi/</link><guid isPermaLink="true">http://www.joystiq.com/2012/12/14/the-last-of-us-behind-the-scenes-vid-shows-how-mo-cap-becomes-fi/</guid><comments>http://www.joystiq.com/2012/12/14/the-last-of-us-behind-the-scenes-vid-shows-how-mo-cap-becomes-fi/#comments</comments><description><![CDATA[<div style="text-align: center;"> <img alt="mini Last of Us behind the scens" class="hidden" data-src-height="345" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/12/thelastofus-1355505322.jpg" /><iframe frameborder="0" height="318" id="viddler-a2750921" mozallowfullscreen="true" src="http://www.viddler.com/embed/a2750921/?f=1&amp;autoplay=0&amp;player=simple&amp;secret=21818011&amp;loop=false&amp;nologo=false&amp;hd=false" webkitallowfullscreen="true" width="530"></iframe></div><br />This video for Naughty Dog's <a href="http://www.joystiq.com/tag/the-last-of-us"><em>The Last of Us</em></a> introduces the Tess character, played by Annie Wersching (Renee Walker in <em>24</em>). It also neatly shows off the effects of what's required to get from motion-capture to final animation, and those bauble-dotted mo-cap suits which are always fun. <div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/the-last-of-us-12-14-12/">The Last of Us (12/14/12)</a></strong></p><a href="http://www.joystiq.com/photos/the-last-of-us-12-14-12/#5501285"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/12/thelastofus-01_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-last-of-us-12-14-12/#5501286"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/12/thelastofus-02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-last-of-us-12-14-12/#5501287"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/12/thelastofus-03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-last-of-us-12-14-12/#5501288"><img src="http://www.blogcdn.com/www.joystiq.com/media/2012/12/thelastofus-04_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/12/14/the-last-of-us-behind-the-scenes-vid-shows-how-mo-cap-becomes-fi/">The Last of Us behind the scenes vid shows how mo-cap becomes final copy</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 14 Dec 2012 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/12/14/the-last-of-us-behind-the-scenes-vid-shows-how-mo-cap-becomes-fi/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20403638/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/12/14/the-last-of-us-behind-the-scenes-vid-shows-how-mo-cap-becomes-fi/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>motion-capture</category><category>naughty-dog</category><category>playstation</category><category>ps3</category><category>sony-computer-entertainment-america</category><category>the-last-of-us</category><dc:creator><![CDATA[Sinan Kubba]]></dc:creator><pubDate>Fri, 14 Dec 2012 13:00:00 EST</pubDate></item><item><title><![CDATA[The Last of Us and the process of creating a cutscene]]></title><link>http://www.joystiq.com/2012/08/15/the-last-of-us-and-the-process-of-creating-a-cutscene/</link><guid isPermaLink="true">http://www.joystiq.com/2012/08/15/the-last-of-us-and-the-process-of-creating-a-cutscene/</guid><comments>http://www.joystiq.com/2012/08/15/the-last-of-us-and-the-process-of-creating-a-cutscene/#comments</comments><description><![CDATA[<center> <img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/lastofusjoel-hit-with-plank_530x298.jpg" style="width: 530px; height: 298px; display: none; " /><iframe allowfullscreen="" frameborder="0" height="298" src="http://www.youtube.com/embed/xMuKM5BIvJk?wmode=opaque" width="530"></iframe></center><br />It's quite the process to create a cutscene in <a href="http://www.joystiq.com/game/the-last-of-us"><em>The Last of Us</em></a> - from the animators to the actors doing the motion-capture to the end result in-game, it takes a lot of effort. Developer Naughty Dog has given us a behind-the-scenes look at how one scene in particular was made, which is, to be quite frank, equal parts fascinating and daunting.  <br /><br />But, hey, if all this insight isn't your thing, then at least you get to watch people run around in funny suits. There's got to be some value in that, right?<p><a href="http://www.joystiq.com/2012/08/15/the-last-of-us-and-the-process-of-creating-a-cutscene/" rel="bookmark">Continue reading <em>The Last of Us and the process of creating a cutscene</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/08/15/the-last-of-us-and-the-process-of-creating-a-cutscene/">The Last of Us and the process of creating a cutscene</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 15 Aug 2012 22:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/08/15/the-last-of-us-and-the-process-of-creating-a-cutscene/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20301791/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/08/15/the-last-of-us-and-the-process-of-creating-a-cutscene/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>animation</category><category>gamescom-2012</category><category>motion-capture</category><category>naughty-dog</category><category>playstation</category><category>ps3</category><category>the-last-of-us</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Wed, 15 Aug 2012 22:30:00 EST</pubDate></item><item><title><![CDATA[Behind the scenes of Quantic Dream's 'Kara' tech demo]]></title><link>http://www.joystiq.com/2012/03/26/behind-the-scenes-of-quantic-dreams-kara-tech-demo/</link><guid isPermaLink="true">http://www.joystiq.com/2012/03/26/behind-the-scenes-of-quantic-dreams-kara-tech-demo/</guid><comments>http://www.joystiq.com/2012/03/26/behind-the-scenes-of-quantic-dreams-kara-tech-demo/#comments</comments><description><![CDATA[<center><!--[if IE]><object width="530" height="266" id="viddlerOuter-c5dcb065" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"><param name="movie" value="//www.viddler.com/simple/c5dcb065/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&amp;openURL=68147296&amp;autoplay=f&amp;loop=false&amp;nologo=false&amp;hd=false"><object id="viddlerInner-c5dcb065"><video id="viddlerVideo-c5dcb065" src="//www.viddler.com/file/c5dcb065/html5mobile?openURL=68147296" type="video/mp4" width="530" height="246" poster="//www.viddler.com/thumbnail/c5dcb065/" controls="controls" x-webkit-airplay="allow"></video></object></object><![endif]--><!--[if !IE]> <!--> <img src="http://www.blogcdn.com/www.joystiq.com/media/2012/03/castingforkara.jpg" style="display:none" /><object data="//www.viddler.com/simple/c5dcb065/" height="266" id="viddlerOuter-c5dcb065" type="application/x-shockwave-flash" width="530"><object id="viddlerInner-c5dcb065"><video controls="controls" height="246" id="viddlerVideo-c5dcb065" poster="//www.viddler.com/thumbnail/c5dcb065/" src="//www.viddler.com/file/c5dcb065/html5mobile?openURL=68147296" tabindex="0" type="video/mp4" width="530" x-webkit-airplay="allow"></video></object></object><!--<![endif]--></center><br />Have you thought about just how Quantic Dream <a href="http://www.joystiq.com/2012/03/07/quantic-dream-reveals-new-prototype-serves-as-the-foundation-fo/">pulled off that "Kara" tech demo</a> on the PS3? If your answer, like ours, was that they actually built a female android and taught it how to speak all those languages and sing, then you're wrong. They didn't do that at all. Female androids don't exist in real life. Sigh.<br /><br />No, instead they hired an actress named <a href="http://www.imdb.com/name/nm2038170/">Valorie Curry</a> (actually three different women -- Curry for acting, one for the German and French, and another to sing) to come in and do motion capture for the part, and refined and developed her performance over a series of about eight months before finally capturing it for the tech demo.<br /><br />You can see the whole process in the video above, and watch the original tech demo below. Yeah, we guess it's cool and all that they put so much care and work into such a quality video -- but not as cool as a real female android. Sigh again.<p><a href="http://www.joystiq.com/2012/03/26/behind-the-scenes-of-quantic-dreams-kara-tech-demo/" rel="bookmark">Continue reading <em>Behind the scenes of Quantic Dream's 'Kara' tech demo</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/03/26/behind-the-scenes-of-quantic-dreams-kara-tech-demo/">Behind the scenes of Quantic Dream's 'Kara' tech demo</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 26 Mar 2012 21:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/03/26/behind-the-scenes-of-quantic-dreams-kara-tech-demo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20201439/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/03/26/behind-the-scenes-of-quantic-dreams-kara-tech-demo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>actress</category><category>kara</category><category>motion-capture</category><category>performance</category><category>playstation</category><category>ps3</category><category>quantic-dream</category><category>tech</category><category>tech-demo</category><category>valorie-curry</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Mon, 26 Mar 2012 21:30:00 EST</pubDate></item><item><title><![CDATA[Watch the actors of Uncharted 3 get their motions captured]]></title><link>http://www.joystiq.com/2011/10/27/watch-the-actors-of-uncharted-3-get-their-motions-captured/</link><guid isPermaLink="true">http://www.joystiq.com/2011/10/27/watch-the-actors-of-uncharted-3-get-their-motions-captured/</guid><comments>http://www.joystiq.com/2011/10/27/watch-the-actors-of-uncharted-3-get-their-motions-captured/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/08/uncharted318859water-gasp_530x298.jpg" style="border-top-width: 0px; border-right-width: 0px; border-bottom-width: 0px; border-left-width: 0px; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; margin-left: 0px; margin-right: 0px; margin-top: 0px; margin-bottom: 0px; width: 530px; height: 298px; display:none" /><iframe allowfullscreen="" frameborder="0" height="334" src="http://www.youtube.com/embed/cnxZP2UtRME" width="599"></iframe></div>
<br />
How are the character animations of <a href="http://www.joystiq.com/game/uncharted-3-drakes-deception"><em>Uncharted 3: Drake's Deception</em></a> so darn lifelike? It's because they're the movements of real human beings, captured through some sort of ... witchcraft. Watch the video above to see this occult practice in action.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/10/27/watch-the-actors-of-uncharted-3-get-their-motions-captured/">Watch the actors of Uncharted 3 get their motions captured</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 27 Oct 2011 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/10/27/watch-the-actors-of-uncharted-3-get-their-motions-captured/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20092005/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/10/27/watch-the-actors-of-uncharted-3-get-their-motions-captured/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>motion-capture</category><category>naughty-dog</category><category>playstation</category><category>ps3</category><category>uncharted</category><category>uncharted-3</category><category>uncharted-3-drakes-deception</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Thu, 27 Oct 2011 17:00:00 EST</pubDate></item><item><title><![CDATA[Hitman: Absolution using 'Avatar' mo-cap tech, hollywood actors]]></title><link>http://www.joystiq.com/2011/05/12/hitman-absolution-using-avatar-mo-cap-tech-hollywood-actors/</link><guid isPermaLink="true">http://www.joystiq.com/2011/05/12/hitman-absolution-using-avatar-mo-cap-tech-hollywood-actors/</guid><comments>http://www.joystiq.com/2011/05/12/hitman-absolution-using-avatar-mo-cap-tech-hollywood-actors/#comments</comments><description><![CDATA[<div style="text-align: center; ">
	<a href="http://www.joystiq.com/2011/05/12/hitman-absolution-using-avatar-mo-cap-tech-hollywood-actors/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2011/03/hitman5530pxheaderimg.jpg" /></a></div>
<a href="http://www.hollywoodreporter.com/news/new-hitman-absolution-game-uses-187550">Hollywood Reporter</a> has managed to sneak in a few questions to IO Interactive game director Tore Blystad about the forthcoming <a href="http://www.joystiq.com/game/hitman-absolution"><em>Hitman: Absolution</em></a>, and got an earful back about the development process. "We've designed a more stylized, more serious, and darker game this time around in both the story line and the visuals," Blystad told HR.<br />
<br />
Blystad also revealed that his studio employed Giant Studios for the game's motion capture -- the same studio that James Cameron used for Avatar -- and that Keith Carradine (<em>Cowboys &amp; Aliens</em>) and Marsha Thomason (<em>White Collar</em>) will be voicing two main roles. Carradine is Agent 47's antagonist this time around, while Thomason will act as 47's handler. Blystad's betting that the theatrical approach his studio is taking to voice acting and motion capture will dovetail nicely into the next <em>Hitman</em> film. "The hope is that the movie will be going in a similar direction, and then when they both come out they will speak the same language," he said.<br />
<br />
In <em>Absolution</em>, Agent 47 finds himself on the run from police while simultaneously hunting "his most dangerous contract to date." As <a href="http://www.joystiq.com/2011/05/10/hitman-absolution-revealed-in-teaser-trailer-next-stop-e3/">promised</a>, more details will be revealed next month at E3.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/05/12/hitman-absolution-using-avatar-mo-cap-tech-hollywood-actors/">Hitman: Absolution using 'Avatar' mo-cap tech, hollywood actors</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 12 May 2011 09:34:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/05/12/hitman-absolution-using-avatar-mo-cap-tech-hollywood-actors/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19938690/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/05/12/hitman-absolution-using-avatar-mo-cap-tech-hollywood-actors/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>avatar</category><category>giant-studios</category><category>hitman-5</category><category>hitman-absolution</category><category>io-interactive</category><category>james-cameron</category><category>keith-carradine</category><category>marsha-thomason</category><category>microsoft</category><category>mocap</category><category>motion-capture</category><category>pc</category><category>playstation</category><category>ps3</category><category>square-enix</category><category>tore-blystad</category><category>xbox</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Thu, 12 May 2011 09:34:00 EST</pubDate></item><item><title><![CDATA[Milo's 'drama director' discusses emotion-capture]]></title><link>http://www.joystiq.com/2011/02/28/milo-drama-director-discusses-emotion-capture/</link><guid isPermaLink="true">http://www.joystiq.com/2011/02/28/milo-drama-director-discusses-emotion-capture/</guid><comments>http://www.joystiq.com/2011/02/28/milo-drama-director-discusses-emotion-capture/#comments</comments><description><![CDATA[<div style="text-align: center;">
	<a href="http://www.joystiq.com/2011/02/28/milo-drama-director-discusses-emotion-capture/#continued"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/02/gammilodirect530.jpg" /></a></div>
<a href="http://www.joystiq.com/game/milo-and-kate"><em>Milo and Kate</em></a> -- Lionhead Studios' industry-wowing Kinect demo, first revealed at E3 2009 -- has been in limbo following <a href="http://www.joystiq.com/2010/09/24/fable-franchise-expected-to-incorporate-milo-technology/">last September's comment</a> from Microsoft Game Studios boss Phil Spencer, who wasn't "convinced" the product would make it to market. We're still waiting with bated breath for news of some kind of playable implementation, but in the meantime, <em>Milo</em>'s so-called "drama director," John Dower, has released a video diary featuring <em>the real</em> Milo (well, the mocap actor) and a behind-the-scenes look at creating the <em>emotion</em> within this would-be virtual boy.<br />
<br />
Check out the video (which contains a fair share of gameplay footage) after the jump. We warn you, though: It's just as intriguing and exciting as the first time you saw "Project Milo," which might send you into uncontrollable spells of worry that a finished product will never materialize. As always, we'll keep our fingers crossed.<p><a href="http://www.joystiq.com/2011/02/28/milo-drama-director-discusses-emotion-capture/" rel="bookmark">Continue reading <em>Milo's 'drama director' discusses emotion-capture</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/02/28/milo-drama-director-discusses-emotion-capture/">Milo's 'drama director' discusses emotion-capture</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 28 Feb 2011 18:20:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/02/28/milo-drama-director-discusses-emotion-capture/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19862182/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/02/28/milo-drama-director-discusses-emotion-capture/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>acting</category><category>lionhead</category><category>microsoft</category><category>Microsoft-Game-Studios</category><category>Milo</category><category>Milo-and-Kate</category><category>motion-capture</category><category>xbox</category><dc:creator><![CDATA[Griffin McElroy]]></dc:creator><pubDate>Mon, 28 Feb 2011 18:20:00 EST</pubDate></item><item><title><![CDATA[Quantic Dream renovates mocap studio]]></title><link>http://www.joystiq.com/2010/12/13/quantic-dream-renovates-mocap-studio/</link><guid isPermaLink="true">http://www.joystiq.com/2010/12/13/quantic-dream-renovates-mocap-studio/</guid><comments>http://www.joystiq.com/2010/12/13/quantic-dream-renovates-mocap-studio/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2010/12/13/quantic-dream-renovates-mocap-studio/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2010/12/quanticmo.jpg" alt="" /></a></div>
A lot of times game journalists complain that December is light on news, with all the big releases for the year behind us. But we've always thought they were just a bunch of Negative Nancys. In an industry as robust and busy as ours, how tough can it be to find something to write about?<br />
<br />
... So, umm ... Quantic Dream renovated its motion capture studio. Now it's got like 64 cameras, and some sound-proof curtains and stuff, so that's ... you know, a good number of cameras. So ...<br />
<br />
We were going to make a <em>Heavy Rain</em> joke in which we suggest it "renovate" its voice capture studio by burning it to the ground. ... You know, because the acting was so bad? But it turns out that this new studio can do voice capture too, so that's not really that funny anymore.<br />
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So, yeah.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/12/13/quantic-dream-renovates-mocap-studio/">Quantic Dream renovates mocap studio</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 13 Dec 2010 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2010/12/13/quantic-dream-renovates-mocap-studio/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19758391/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/12/13/quantic-dream-renovates-mocap-studio/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>david-cage</category><category>Heavy-Rain</category><category>mo-cap</category><category>motion-capture</category><category>playstation</category><category>ps3</category><category>quantic-dream</category><dc:creator><![CDATA[Justin McElroy]]></dc:creator><pubDate>Mon, 13 Dec 2010 21:00:00 EST</pubDate></item><item><title><![CDATA[L.A. Noire's mocap system claims to set new bar for 3D performances]]></title><link>http://www.joystiq.com/2010/03/03/l-a-noires-mocap-system-claims-to-set-new-bar-for-3d-performan/</link><guid isPermaLink="true">http://www.joystiq.com/2010/03/03/l-a-noires-mocap-system-claims-to-set-new-bar-for-3d-performan/</guid><comments>http://www.joystiq.com/2010/03/03/l-a-noires-mocap-system-claims-to-set-new-bar-for-3d-performan/#comments</comments><description><![CDATA[<div style="text-align: center; "><a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20100302007338&amp;newsLang=en"><img vspace="0" hspace="0" border="0" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/04/la.noire.041709-580px.jpg" /></a></div>
"Traditional motion capture could never bring to life the subtle nuances of the chaotic criminal underworld of <em><a href="http://www.joystiq.com/tag/la-noire">L.A. Noire</a></em> in the same way as MotionScan," claims Team Bondi's Brendan McNamara, commenting on MotionScan. It's the new motion capture technology being employed first by his studio's moody crime game, <em>L.A. Noire</em>. In a <a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20100302007338&amp;newsLang=en">press release</a> yesterday, Depth Analysis announced the new tech and touted its many applications in the forthcoming Rockstar title.<br />
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Allegedly, MotionScan uses "32 high-definition cameras to capture true-to-life three-dimensional performances at up to 30 frames per second," thus allowing for the supposedly "emotional performances" that McNamara says make <em>L.A. Noire</em> "a truly unique and revolutionary game." Aside from the claims of higher quality, the mocap system supposedly has lower operation costs due to a streamlined post-production processing time. With any luck, we'll finally see all this big talk in action -- and compare ir with other performance-capture scenes in games like <em>Uncharted 2</em>, <em>Alan Wake</em> and <em>Heavy Rain</em> -- <a href="http://www.joystiq.com/2010/02/08/keighley-l-a-noire-coming-this-september/">this September</a> when the game arrives on store shelves.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/03/03/l-a-noires-mocap-system-claims-to-set-new-bar-for-3d-performan/">L.A. Noire's mocap system claims to set new bar for 3D performances</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 03 Mar 2010 13:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20100302007338&amp;newsLang=en>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/03/l-a-noires-mocap-system-claims-to-set-new-bar-for-3d-performan/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19381226/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/03/03/l-a-noires-mocap-system-claims-to-set-new-bar-for-3d-performan/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>brendan-mcnamara</category><category>la-noire</category><category>Microsoft</category><category>mocap</category><category>motion-capture</category><category>motionscan</category><category>rockstar</category><category>rockstar-games</category><category>team-bondi</category><category>Xbox-360</category><dc:creator><![CDATA[Ben Gilbert]]></dc:creator><pubDate>Wed, 03 Mar 2010 13:00:00 EST</pubDate></item><item><title><![CDATA[Fun facts about Alan Wake's facial animation]]></title><link>http://www.joystiq.com/2010/02/26/fun-facts-about-alan-wakes-facial-animation/</link><guid isPermaLink="true">http://www.joystiq.com/2010/02/26/fun-facts-about-alan-wakes-facial-animation/</guid><comments>http://www.joystiq.com/2010/02/26/fun-facts-about-alan-wakes-facial-animation/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20100225006835&amp;newsLang=en"><img width="580" vspace="0" hspace="0" height="349" border="1" align="middle" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2010/02/awake-face.jpg" /></a></div>
<a href="http://captivemotion.com/">CaptiveMotion</a> has <a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20100225006835&amp;newsLang=en">announced</a> that it has completed work on the facial animation for <a href="http://joystiq.com/tag/alan-wake"><em>Alan Wake</em></a>. The company provided facial capture services for the developers at Remedy to use in the upcoming thriller. One of the more intriguing aspects of the announcement is that the facial capturing done by CaptiveMotion was actually done separately from the full body motion capture used in the game, which was completed six months prior. As a result, CaptiveMotion had to "present the data in a fashion that Remedy could easily integrate it into their pipeline."<br />
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The capture technology itself is called Embody, which allows up to 1,600 markers to be mapped on a single motion capture actor. See it in action in the (somewhat bizarre) video after the break.<p><a href="http://www.joystiq.com/2010/02/26/fun-facts-about-alan-wakes-facial-animation/" rel="bookmark">Continue reading <em>Fun facts about Alan Wake's facial animation</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2010/02/26/fun-facts-about-alan-wakes-facial-animation/">Fun facts about Alan Wake's facial animation</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 26 Feb 2010 15:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20100225006835&amp;newsLang=en>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/26/fun-facts-about-alan-wakes-facial-animation/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19375312/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2010/02/26/fun-facts-about-alan-wakes-facial-animation/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alan-wake</category><category>animation</category><category>captivemotion</category><category>microsoft-game-studios</category><category>motion-capture</category><category>Remedy</category><category>remedy-entertainment</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Fri, 26 Feb 2010 15:15:00 EST</pubDate></item><item><title><![CDATA[Bayonetta's dancing is really 'sexy']]></title><link>http://www.joystiq.com/2009/11/24/bayonettas-dancing-is-really-sexy/</link><guid isPermaLink="true">http://www.joystiq.com/2009/11/24/bayonettas-dancing-is-really-sexy/</guid><comments>http://www.joystiq.com/2009/11/24/bayonettas-dancing-is-really-sexy/#comments</comments><description><![CDATA[<center><a href="http://platinumgames.com/2009/11/24/dance-movie-prototype/"><img vspace="0" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/11/bayonetta1124.jpg" /></a></center>Did you think the footage of <a href="http://www.joystiq.com/tag/bayonetta">Bayonetta</a> summoning <a href="http://www.joystiq.com/2009/11/19/bayonettas-magical-torture-fetish-explained/">intricate torture devices</a> was disturbing? Wait until you see this context-free prototype dancing footage, featuring everyone's favorite <a href="http://www.andriasang.com/e/blog/2009/10/26/bayonetta_is_a_giant/">giant witch</a> cutting a motion-captured rug (after the break). We don't know if it's the fact that the animations have yet to be finalized in this sequence, or if it's the idea of Bayonetta taking a break from her <em>brutal revenge quest</em> to get down, or if it's simply Bayonetta's flagrantly inhuman body proportions, but <em>yikes.</em><br />
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What kind of touch-ups did Platinum do after this prototype stage? " ... on Kamiya-san's orders," animator Uchi says, "we accentuated the movements of her waist and butt to make it over-the-top in the sexiness department." You'd have to accentuate the <em>hell</em> out of those movements to go from <em>that</em> to "sexy."<p><a href="http://www.joystiq.com/2009/11/24/bayonettas-dancing-is-really-sexy/" rel="bookmark">Continue reading <em>Bayonetta's dancing is really 'sexy'</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/11/24/bayonettas-dancing-is-really-sexy/">Bayonetta's dancing is really 'sexy'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 24 Nov 2009 23:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://platinumgames.com/2009/11/24/dance-movie-prototype/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/11/24/bayonettas-dancing-is-really-sexy/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19252732/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/11/24/bayonettas-dancing-is-really-sexy/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bayonetta</category><category>Microsoft</category><category>motion-capture</category><category>Platinum Games</category><category>platinum-games</category><category>PlatinumGames</category><category>sega</category><category>Xbox-360</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Tue, 24 Nov 2009 23:00:00 EST</pubDate></item><item><title><![CDATA[LA Noire characters revealed by mocap casting call]]></title><link>http://www.joystiq.com/2009/10/26/la-noire-characters-revealed-by-mocap-casting-call/</link><guid isPermaLink="true">http://www.joystiq.com/2009/10/26/la-noire-characters-revealed-by-mocap-casting-call/</guid><comments>http://www.joystiq.com/2009/10/26/la-noire-characters-revealed-by-mocap-casting-call/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.lacasting.com/Indie/ViewIndie.asp?crypt=diacledbcjkfhponnaogldacfjflkifklmblhlfibakjjbmjlgnpfndadlfpfndhjlpcmbnlagedjicnmejf"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/10/gregopkec.jpg" /></a></div>
Rockstar's <a href="http://www.joystiq.com/tag/la-noire"><em>LA Noire</em></a> has been shrouded in so much mystery that its <em>very existence</em> has been <a href="http://www.joystiq.com/2009/09/29/rockstar-l-a-noire-development-going-splendidly-details-v/">called into question</a>. A recent <a href="http://www.lacasting.com/Indie/ViewIndie.asp?crypt=diacledbcjkfhponnaogldacfjflkifklmblhlfibakjjbmjlgnpfndadlfpfndhjlpcmbnlagedjicnmejf">casting call</a> for actors not only confirms the game's continued development, but also reveals the many (if not all) characters to be featured in the game. The call asks for "STRONG ACTORS, able to handle LOTS OF dialog" for a cast of supporting characters, comprised mostly of detectives, police officers and the occasional crook.<br />
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The casting call is looking for a face similar to actors Gary Cooper or Gregory Peck (pictured above) for the protagonist -- Cole Phelps. Co-stars and supporting roles, such as jazz singer Elsa Lichtmann, will only be required to perform for 10 days or less. However, the actor chosen to play Cole Phelps will work for three months, from November to January, to record his performance for the game.<br />
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It's evident from the large roster of characters and the use of Hollywood actors that <em>LA Noire</em> is intended to be quite the cinematic game. However, with only three months of mocap, it still pales in comparison to the upcoming <em>Heavy Rain</em> -- which demanded <a href="http://www.joystiq.com/2008/12/11/heavy-rain-previewed-by-the-numbers/">nine months</a> of motion capture work.<br />
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[Via <a href="http://supererogatory.tumblr.com/post/223763307">Superannuation</a>; <a href="http://commons.wikimedia.org/wiki/File:Gregory_Peck_in_Roman_Holiday_trailer.jpg">Image Source</a>]</div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/10/26/la-noire-characters-revealed-by-mocap-casting-call/">LA Noire characters revealed by mocap casting call</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 26 Oct 2009 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.lacasting.com/Indie/ViewIndie.asp?crypt=diacledbcjkfhponnaogldacfjflkifklmblhlfibakjjbmjlgnpfndadlfpfndhjlpcmbnlagedjicnmejf>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/10/26/la-noire-characters-revealed-by-mocap-casting-call/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19209652/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/10/26/la-noire-characters-revealed-by-mocap-casting-call/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>casting-call</category><category>la-noire</category><category>mo-cap</category><category>motion-capture</category><category>rockstar</category><category>Rockstar-Games</category><category>team-bondi</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Mon, 26 Oct 2009 11:30:00 EST</pubDate></item><item><title><![CDATA[Quantic Dream selling motion capture libraries]]></title><link>http://www.joystiq.com/2009/06/19/quantic-dream-selling-motion-capture-libraries/</link><guid isPermaLink="true">http://www.joystiq.com/2009/06/19/quantic-dream-selling-motion-capture-libraries/</guid><comments>http://www.joystiq.com/2009/06/19/quantic-dream-selling-motion-capture-libraries/#comments</comments><description><![CDATA[<div align="center"><a href="http://www.developmag.com/news/32209/Heavy-Rain-dev-to-sell-mo-cap-packages"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/06/heavyrainmocapsalesg.jpg" /></a><br /></div>
One look at <a href="http://www.joystiq.com/2009/05/27/interview-david-cage-of-quantic-dream-and-heavy-rain/"><em>Heavy Rain</em></a>, and you'll know it was an expensive, expensive game to make. Looks like Quantic Dream is already thinking up new ways of recovering the costs of the enormous project. The developer of the upcoming PS3-exclusive adventure game is selling its motion capture data in library packages. The offering will be what Quantic Dream calls "the industry's first high-end, off-the-shelf solution for real-time 3D character animation," according to a report by <a href="http://www.developmag.com/news/32209/Heavy-Rain-dev-to-sell-mo-cap-packages">Develop</a>.<br /><br />Considering the developer spent <a href="http://www.joystiq.com/2008/12/11/heavy-rain-previewed-by-the-numbers/">nearly a year</a> doing motion capture work on <em>Heavy Rain</em>, it's no wonder why the developers are touting their work.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/06/19/quantic-dream-selling-motion-capture-libraries/">Quantic Dream selling motion capture libraries</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 19 Jun 2009 15:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.developmag.com/news/32209/Heavy-Rain-dev-to-sell-mo-cap-packages>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/06/19/quantic-dream-selling-motion-capture-libraries/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19072712/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/06/19/quantic-dream-selling-motion-capture-libraries/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>heavy-rain</category><category>mo-cap</category><category>motion-capture</category><category>quantic-dream</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Fri, 19 Jun 2009 15:15:00 EST</pubDate></item><item><title><![CDATA[Resistance Retribution uses mo-cap technology]]></title><link>http://www.joystiq.com/2009/02/19/resistance-retribution-uses-mo-cap-technology/</link><guid isPermaLink="true">http://www.joystiq.com/2009/02/19/resistance-retribution-uses-mo-cap-technology/</guid><comments>http://www.joystiq.com/2009/02/19/resistance-retribution-uses-mo-cap-technology/#comments</comments><description><![CDATA[<div align="center"><a href="http://psp.ign.com/dor/objects/14267012/resistance-retribution/videos/ResPSP_MOCAP_new021309.html"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2009/02/retributionresmocap.jpg" /></a><br /></div>
Motion capture is the kind of tech reserved for big-budget PS3 games. <em>Resistance Retribution</em> doesn't care that it's coming to PSP -- it's a big-budget game and proud of it.<br /><br /><a href="http://psp.ign.com/dor/objects/14267012/resistance-retribution/videos/ResPSP_MOCAP_new021309.html">IGN</a> continues its week-long look at the upcoming PSP-exclusive, and the latest video reveals the motion capture technology that powers the animation in Bend's latest shooter. We're sure you know how this stuff works: guys wear tight black suits covered in white balls that get tracked by a computer. It's oh-so-familiar, but we're thrilled to see it used in a PSP game.<p><a href="http://www.joystiq.com/2009/02/19/resistance-retribution-uses-mo-cap-technology/" rel="bookmark">Continue reading <em>Resistance Retribution uses mo-cap technology</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2009/02/19/resistance-retribution-uses-mo-cap-technology/">Resistance Retribution uses mo-cap technology</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 19 Feb 2009 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://psp.ign.com/dor/objects/14267012/resistance-retribution/videos/ResPSP_MOCAP_new021309.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/02/19/resistance-retribution-uses-mo-cap-technology/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1465575/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2009/02/19/resistance-retribution-uses-mo-cap-technology/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>mo-cap</category><category>motion-capture</category><category>resistance</category><category>resistance-retribution</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Thu, 19 Feb 2009 19:00:00 EST</pubDate></item><item><title><![CDATA[Actor Ken Lally mo-capped as Resident Evil 5's Wesker]]></title><link>http://www.joystiq.com/2008/11/13/actor-ken-lally-mo-capped-as-resident-evil-5s-wesker/</link><guid isPermaLink="true">http://www.joystiq.com/2008/11/13/actor-ken-lally-mo-capped-as-resident-evil-5s-wesker/</guid><comments>http://www.joystiq.com/2008/11/13/actor-ken-lally-mo-capped-as-resident-evil-5s-wesker/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/culture/" rel="tag">Culture</a>, <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a></p><div align="center"><a href="http://xbox360.ign.com/articles/929/929701p1.html"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/11/wasker_lally_top.jpg" alt="" /></a><br /></div>
Umbrella stockholder Albert Wesker will have more than classy shades and sadistic banter to his credit when he returns in <a href="http://www.joystiq.com/tag/re5"><em>Resident Evil 5</em></a>, complete with moves from a <em>General Hospital</em> heartthrob. IGN reports that the former S.T.A.R.S. captain will be played by stunt man and former daytime TV actor <a href="http://www.imdb.com/name/nm1533805/">Ken Lally</a>, who will lend an extra motion-captured step to Wesker's swagger.<br /><br />The actor, whose on-camera resume also includes playing "The German" in two episodes of <em>Heroes </em>as well as an unnamed security officer on <em>Enterprise</em>, got his combat chops early on as the son of an N.S.A. operative, leaving us hoping that this role will be a case of art imitating life. Well, without that whole virus thing.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/11/13/actor-ken-lally-mo-capped-as-resident-evil-5s-wesker/">Actor Ken Lally mo-capped as Resident Evil 5's Wesker</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 13 Nov 2008 19:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://xbox360.ign.com/articles/929/929701p1.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/11/13/actor-ken-lally-mo-capped-as-resident-evil-5s-wesker/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1371576/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/11/13/actor-ken-lally-mo-capped-as-resident-evil-5s-wesker/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>actor</category><category>capcom</category><category>ken-lally</category><category>kenlally</category><category>mo-cap</category><category>motion-capture</category><category>PS3</category><category>resident-evil</category><category>resident-evil-5</category><category>residentevil</category><category>wesker</category><category>Xbox-360</category><dc:creator><![CDATA[Jason Dobson]]></dc:creator><pubDate>Thu, 13 Nov 2008 19:30:00 EST</pubDate></item><item><title><![CDATA[Reistance 2 gets mo-capped]]></title><link>http://www.joystiq.com/2008/03/07/reistance-2-gets-mo-capped/</link><guid isPermaLink="true">http://www.joystiq.com/2008/03/07/reistance-2-gets-mo-capped/</guid><comments>http://www.joystiq.com/2008/03/07/reistance-2-gets-mo-capped/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/media/" rel="tag">Videos and Screenshots</a></p><center><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" width="425" height="362">	<param name="allowScriptAccess" value="sameDomain" /> 	<param name="allowFullScreen" value="true" /> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=31602"/> <param name="quality" value="high" /> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=31602" swLiveConnect="true" name="gtembed" align="middle" allowScriptAccess="sameDomain" allowFullScreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="425" height="362"></embed> </object></center>
<p>Insomniac's darling FPS is returning later this year. Expect it to be far more involving than the previous effort. Insomniac has mastered the PS3 tech, and will churn out some jaw-dropping visuals and some truly realistic animation. Watch this motion capture video, being used in Insomniac's upcoming FPS. It's silly, yes -- but it's the kind of stuff that needs to be done when making a game. Make sure you watch it <a href="http://www.gametrailers.com/player/31601.html">in HD</a>, to appreciate everything that's happening across all six of these cameras.</p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/03/07/reistance-2-gets-mo-capped/">Reistance 2 gets mo-capped</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 07 Mar 2008 12:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gametrailers.com/player/31601.html>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/03/07/reistance-2-gets-mo-capped/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1134230/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/03/07/reistance-2-gets-mo-capped/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>insomniac</category><category>insomniac-games</category><category>mo-cap</category><category>motion-capture</category><category>resistance</category><category>resistance-2</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Fri, 07 Mar 2008 12:30:00 EST</pubDate></item><item><title><![CDATA[GDC08: Motion capture is serious business]]></title><link>http://www.joystiq.com/2008/02/23/gdc08-motion-capture-is-serious-business/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/23/gdc08-motion-capture-is-serious-business/</guid><comments>http://www.joystiq.com/2008/02/23/gdc08-motion-capture-is-serious-business/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a></p><div align="center"><img vspace="4" hspace="4" border="0" align="middle" src="http://www.blogcdn.com/www.joystiq.com/media/2008/02/organicmotion022308.jpg"  alt="" /><br /></div>
We don't claim to be experts on motion capture technology, but here's what we gleaned from walking around the GDC Expo Hall: it's <em>complicated.</em> So complicated, in fact, that <a href="http://www.organicmotion.com/">Organic Motion</a>'s system can claim to be a <em>simpler</em> solution than most even though it uses an array of 14 cameras and ships with a structure in which to record motion capture. That's right, you don't have to use the familiar mocap suit thing, but you buy <em>the room</em>. <br /><br />Apparently one artist can record the motion capture from this in real-time with no training. No word on whether or not the system comes with a dude doing continuous tae kwon do.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/02/23/gdc08-motion-capture-is-serious-business/">GDC08: Motion capture is serious business</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 23 Feb 2008 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/02/23/gdc08-motion-capture-is-serious-business/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1122909/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/23/gdc08-motion-capture-is-serious-business/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>GDC</category><category>gdc08</category><category>motion-capture</category><category>organic-motion</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Sat, 23 Feb 2008 16:00:00 EST</pubDate></item><item><title><![CDATA[GDC08 exclusive: Mova brings lifelike motion capture to Unreal Engine 3]]></title><link>http://www.joystiq.com/2008/02/19/gdc08-exclusive-mova-brings-lifelike-motion-capture-to-unreal-e/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/19/gdc08-exclusive-mova-brings-lifelike-motion-capture-to-unreal-e/</guid><comments>http://www.joystiq.com/2008/02/19/gdc08-exclusive-mova-brings-lifelike-motion-capture-to-unreal-e/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div style="text-align: center;"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/02/contour2.jpg" /></div>
<span style="float: left; margin-right: 10px; margin-top: 7px;"> <script> var digg_url = 'http://digg.com/gaming_news/Incredible_facial_animation_video_running_in_real_time'; </script> <script src="http://digg.com/api/diggthis.js"></script></span> Traditional, point-based motion capture (the kind brought to you by <a href="http://www.joystiq.com/2007/03/08/seen-gdc-mocap-man-on-the-phone/">guys in black suits with reflective balls</a>) has been great for developers that want to capture basic skeletal motion for their in-game characters. But for realistic facial work, even setups with <a href="http://www.briancarpenter.com/mocapface.html">hundreds of reflective dots</a> leave developers with rough, blocky data that requires a lot of post-production work to even start approaching the <a href="http://en.wikipedia.org/wiki/Uncanny_Valley">uncanny valley</a>.<br /><br />Enter motion capture company <a href="http://www.mova.com">Mova</a>, whose Contour Reality Capture system uses an array of cameras to create 100,000 polygon facial models that are accurate to within a tenth of a millimeter -- no special reflective balls required. At this year's GDC, the company is trying to attract the game industry's attention by unveiling examples of their facial modeling running in real-time on the popular Unreal Engine 3. Continue reading for exclusive, real-time video of the technology and excerpts from an interview with the Mova founder Steve Perlman.<p><a href="http://www.joystiq.com/2008/02/19/gdc08-exclusive-mova-brings-lifelike-motion-capture-to-unreal-e/" rel="bookmark">Continue reading <em>GDC08 exclusive: Mova brings lifelike motion capture to Unreal Engine 3</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/02/19/gdc08-exclusive-mova-brings-lifelike-motion-capture-to-unreal-e/">GDC08 exclusive: Mova brings lifelike motion capture to Unreal Engine 3</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 19 Feb 2008 12:20:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.vimeo.com/705449>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/19/gdc08-exclusive-mova-brings-lifelike-motion-capture-to-unreal-e/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1118261/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/19/gdc08-exclusive-mova-brings-lifelike-motion-capture-to-unreal-e/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>contour</category><category>GDC</category><category>GDC08</category><category>high-res</category><category>motion-capture</category><category>mova</category><category>PC</category><category>Steve-Perlman</category><category>Unreal-Engine-3</category><dc:creator><![CDATA[Kyle Orland]]></dc:creator><pubDate>Tue, 19 Feb 2008 12:20:00 EST</pubDate></item><item><title><![CDATA[Uncharted documentary showcases mo-cap'ed characters]]></title><link>http://www.joystiq.com/2007/10/03/uncharted-documentary-showcases-mo-caped-characters/</link><guid isPermaLink="true">http://www.joystiq.com/2007/10/03/uncharted-documentary-showcases-mo-caped-characters/</guid><comments>http://www.joystiq.com/2007/10/03/uncharted-documentary-showcases-mo-caped-characters/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/media/" rel="tag">Videos and Screenshots</a></p><center><embed width="432" height="355" id="mymovie" flashvars="paramsURI=http%3A%2F%2Fwww%2Egamespot%2Ecom%2Fpages%2Fvideo%5Fplayer%2Fproteus%5Fxml%2Ephp%3Fadseg%3D757672%26adgrp%3D11542%26sid%3D6180259%26pid%3D932984%26mb%3D%26nc%3D1191440512697%26embedded%3D1%26showWatermark%3D0%26autoPlay%3D0" allowfullscreen="true" allowscriptaccess="always" quality="high" name="mymovie" src="http://image.com.com/gamespot/images/cne_flash/production/media_player/proteus/gs/proteus_embed.swf" type="application/x-shockwave-flash"></embed></center> <em>Heavenly Sword</em> isn't the only game from Sony to feature extensive motion capture. The upcoming <em>Uncharted</em> is all about believable characters in an unbelievable story, sort of like the classic "Indiana Jones" movies. This promotional video (which will be made available on the PS Store soon) highlights the extensive motion capture required for <em>Uncharted</em>'s cinematics. Just like <em>Heavenly Sword</em>, the team at Naughty Dog wanted to get real actors to play the roles of these characters, and even had them ad-lib some of the lines, just to add the subtle nuances that only a real performance can bring.<br /><br />[Via <a href="http://blog.us.playstation.com/2007/10/03/uncharted-drakes-fortune-update/">PlayStation.blog</a>]<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2007/10/03/uncharted-documentary-showcases-mo-caped-characters/">Uncharted documentary showcases mo-cap'ed characters</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 03 Oct 2007 18:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamespot.com/video/932984/6180259/uncharted-drakes-fortune-official-movie-1>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/03/uncharted-documentary-showcases-mo-caped-characters/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1004747/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2007/10/03/uncharted-documentary-showcases-mo-caped-characters/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>mo-cap</category><category>motion-capture</category><category>uncharted</category><dc:creator><![CDATA[Andrew Yoon]]></dc:creator><pubDate>Wed, 03 Oct 2007 18:45:00 EST</pubDate></item></channel></rss>