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EA

Faceware is Proud to be an Integral Player in the Madden 18 Story Mode, Longshot

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EA just released their Concept to Completion: Madden 18 Longshot behind the scenes piece, and we’re pretty thrilled to see our Faceware gear on these talented athletes and actors. Our longtime relationship with sports games has resulted in some spectacular releases, of which Madden 18 Longshot story is no exception! Here’s an excerpt of the piece – be sure to click through to read the full story HERE.

Madden 18 will have an immersive new story mode called Longshot, joining FIFA’s The Journey as single-player, cinematic experiences in EA SPORTS games.

We sit down with Longshot Mode creative director Mike Young and Producer Robin Cowie to get a behind-the-scenes look at how the mode came to life.

How long ago did the team start working on Longshot?

MIKE: Longshot as a concept is four years in the making. I worked with NFL Films to make a short concept video following a quarterback from the regional combine to draft day. This was before FIFA had its success with The Journey. I think the Madden leadership group saw potential when we delivered our opening playable cinematic in Madden 15.

What were some of the areas of focus for a producer on Longshot? How did you prioritize your time?

ROBIN: My primary job was removing blocks to enable the best possible creative experience. The guide for Longshot was to always tell the most cinematic story possible. We wanted to come as close as we could to a playable movie.

You produced The Blair Witch Project. How did producing Longshot compare to a movie?

ROBIN: There were many similarities—we worked with terrifically talented actors, like Mahershala Ali, and Mike was very prepared as a director. The biggest difference for me is the amount of creative control you have during the animation and digital camera parts of production. For most of a film, what is in front of camera accounts for 80 – 90% of the finished content. Only 20 –  30% have digital effects or digital manipulation. Creatively it gives you great freedom but it is a bit of a producing headache.

Read the complete story on EA.com

Faceware Brings New Faces to Star Wars Battlefront II

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One of the biggest games of the year, the eagerly anticipated Star Wars Battlefront II releases today for PlayStation®4, Xbox One, and PC. Gamers will be brought face-to-face with some of the most iconic characters in the Star Wars galaxy. Heroes from all three eras of the Star Wars universe take part in this epic adventure with characters old and new.

Star Wars Battlefront II features an all new cinematic story featuring Commander Iden Versio in a thrilling new narrative unfolding after the Return of the Jedi. As Commander of the elite special operations team, Iden and the Inferno Squad complete the missions that no one else can. Fearless, the Inferno Squad fights to restore order in the galaxy and save the Empire its most desperate hour.

Faceware is proud to have partnered with EA to bring the latest chapter in the Star Wars saga to life. With the latest installment in the Star Wars series, EA’s animation team raised the bar for facial animation, using Faceware’s ProHD Headcam System to enhance the performance capture of their live actors for the new cinematic story. Animators then applied the new level of detail to the characters’ performances using Faceware’s Analyzer 3.0 Studio Plus and Retargeter 5.0 Studio Plus software packages. The result is an impressive set of characters that create the brave new world of Star Wars Battlefront II.  See more in a behind the scenes video of the making of Star Wars Battlefront II.

Behind the Story and Scenes of Star Wars Battlefront II

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Our calendars are marked for the November 17 release of Star Wars Battlefront II and we’re anxiously counting down the days! Working with EA on this epic saga has been extraordinary.  It’s always such a thrill to see our products in action, and this behind-the-scenes provides a spectacular look at the technology and talent of so many.

Faceware Presenting at External Development Summit (XDS) 2016

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XDS 2016 – Vancouver, Canada

xds_logoFaceware is honored to be presenting with Electronic Arts and Animation Vertigo at XDS 2016. The joint presentation will discuss their facial animation pipeline. This session covers their evaluation and migration of their performance capture, animation, and outsource workflows related to their face pipeline.

Agenda Excerpt

11:30am-12:00pm | Tech Innovation Rapid Fire: EA & Faceware – Automating Facial Animation | Main Stage

Peter Busch (Faceware), Greg Wellwood (The Capture Lab), Marla Rausch (Animation Vertigo) & Sam Mynott (The Capture Lab): Tech Innovation Rapid Fire: EA & Faceware – Automating Facial AnimationThe talk will serve to celebrate and examine the collaboration between EA and Faceware Technologies in establishing a high-end facial animation pipeline through demonstrations of real-world examples.  Discussion points will be on the identification of the pipeline and known production challenges, and the eventual migration of every facet involved in the pipeline including motion capture, performance capture, rigging, batch-automation, and the inclusion of one of their key third-party outsource studios, Animation Vertigo. The talk will illustrate how EA’s automation-wrapper increases throughput dramatically to meet the demands of their many ongoing productions.

For more information check out the complete agenda for XDS 2016