
hi I’m Lee copal Pinto and I’m a
developer for artificial mountain
movement I basically am a programmer I
write code and I’m specialized into a
physics and special effects he tell us a
bit about programming the actual act of
dying what we did for which the game in
for artificial mind movement was a
approach where we’d have part of it
being taken care by programs and the
other part is an input by artist and of
course or artist or trained into moving
people around in a very realistic way
and some of it is a mocap actually so it
comes from people actually trying to
fall on the ground and die but most of
it was authored by artists how do you
study the movement of people and trying
to create a death scene no usually you
would have some sort of idea let’s say
you want to slash through the belly with
a sword you would have an animator
somebody who would take a character and
move it in a very realistic way but then
if you only have that animation and it
won’t take into account the environment
so you’re going to need to interact with
your environment that’s where the
physics comes in do you strive for dream
a reality when doing the programming it
really depends on the project
I mean animating that can be like in
Mario Bros you know you just like jump
on the mushroom and squish it and that
is killing it but in or game we wanted
something very close to the movie Kill
Bill so we wanted something that was
very be serie movies you know like
slashing and the arm going playing
around with a lot of life and people
clutching their guts because they’ve
been slashed and so forth and having a
lot of very strong reaction to being hit
or damaged there’s a company put a lot
of resources into the death scenes and
their video games usually death is a
very small team in our case we wear to
like an artist and our programmer paired
together it takes quite a time to nail
that style because I mean a lot of video
games especially a game like wet 80% of
time you’ll be killing people so if that
doesn’t look good well the rest of the
game won’t look good no matter how much
money you draw did he tell us a bit
about the evolution of death in video
games at first we had a lot of animated
death like in Mario Bross and as we go
into a realistic game then we started
adding a lot of simulation physics
because these stuff are really hard to
animate and you don’t get the
interaction with your environment and
and I guess now we’re work to a point
that the behavioral death where
now we don’t just kill people we could
actually you know hurt them they fall to
the ground that would get back up and so
forth a lot of people are doing that
right now does your boss ever come up to
you and say hey that’s too gross or not
gross enough and tweak the way you’re
programming a dead scene so if you
publish a game in Germany let’s say they
don’t they don’t want blood unless it’s
green and from an alien so you have to
remove all the blood from your game and
that’s an aspect that you have to think
about first as some people will say okay
well if you have this much violence then
you get the 18 plus rating let’s say and
then you can’t sell in Walmart and all
impact on your on your cells globally so
yeah you do have to think about certain
limit thank you very much it’s been
quite a pleasure no problem
developer for artificial mountain
movement I basically am a programmer I
write code and I’m specialized into a
physics and special effects he tell us a
bit about programming the actual act of
dying what we did for which the game in
for artificial mind movement was a
approach where we’d have part of it
being taken care by programs and the
other part is an input by artist and of
course or artist or trained into moving
people around in a very realistic way
and some of it is a mocap actually so it
comes from people actually trying to
fall on the ground and die but most of
it was authored by artists how do you
study the movement of people and trying
to create a death scene no usually you
would have some sort of idea let’s say
you want to slash through the belly with
a sword you would have an animator
somebody who would take a character and
move it in a very realistic way but then
if you only have that animation and it
won’t take into account the environment
so you’re going to need to interact with
your environment that’s where the
physics comes in do you strive for dream
a reality when doing the programming it
really depends on the project
I mean animating that can be like in
Mario Bros you know you just like jump
on the mushroom and squish it and that
is killing it but in or game we wanted
something very close to the movie Kill
Bill so we wanted something that was
very be serie movies you know like
slashing and the arm going playing
around with a lot of life and people
clutching their guts because they’ve
been slashed and so forth and having a
lot of very strong reaction to being hit
or damaged there’s a company put a lot
of resources into the death scenes and
their video games usually death is a
very small team in our case we wear to
like an artist and our programmer paired
together it takes quite a time to nail
that style because I mean a lot of video
games especially a game like wet 80% of
time you’ll be killing people so if that
doesn’t look good well the rest of the
game won’t look good no matter how much
money you draw did he tell us a bit
about the evolution of death in video
games at first we had a lot of animated
death like in Mario Bross and as we go
into a realistic game then we started
adding a lot of simulation physics
because these stuff are really hard to
animate and you don’t get the
interaction with your environment and
and I guess now we’re work to a point
that the behavioral death where
now we don’t just kill people we could
actually you know hurt them they fall to
the ground that would get back up and so
forth a lot of people are doing that
right now does your boss ever come up to
you and say hey that’s too gross or not
gross enough and tweak the way you’re
programming a dead scene so if you
publish a game in Germany let’s say they
don’t they don’t want blood unless it’s
green and from an alien so you have to
remove all the blood from your game and
that’s an aspect that you have to think
about first as some people will say okay
well if you have this much violence then
you get the 18 plus rating let’s say and
then you can’t sell in Walmart and all
impact on your on your cells globally so
yeah you do have to think about certain
limit thank you very much it’s been
quite a pleasure no problem
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