
OXFORD, UK - Performance capture studio Audiomotion (www.audiomotion.com), here, recently partnered with Finnish video game developer Remedy Entertainment to create large-scale, in-game stunt sequences and player moves for the game Quantum Break.
Published by Microsoft Studios, Quantum Break is a cinematic, third person action game released on Microsoft Windows 10 and Xbox One. Players play as main protagonist Jack Joyce, a man who possesses the power to manipulate time to defeat and overcome opponents and obstacles.
Audiomotion delivered over 12,000 seconds of player moves, from generic idles to full length walk cycles, level specific actions sequences and stunts. With Europe's largest, in-house performance capture volume, measuring 24m x 12 m x 6 m, Audiomotion were able to recreate the full scale sets and in-game environments using a variety of props and constructions.
From climbing walls and high towers, to stunt falls, collapsing platforms, crawling through hatches, ramp slides, vaults, takedowns and full length, high speed sprint cycles, Quantum Break presented physical challenges which the Audiomotion team were only too happy to accept.
When we began working on Quantum Break 4 years ago, it was clear from the outset that it was a case of go large or go home. explains Audiomotion MD, Brian Mitchell. We took a virtual playground and made it into a reality, creating environments that capture the creator's vision and intentions yet are structurally safe without restricting the performer or the technology. Many of those moves required full body and finger capture.
Using harnesses and specially crafted, multi-purpose rigs, we were able to safely and efficiently capture the physical elements from the game using ramps, platforms and custom built, multi-purpose structures. A small group of UK based action performers made up the core team and a stunt crew was flown over from Poland for the high impact sequences.
The shoots were often intense and grueling for the performers, capturing a high duration of moves over a total of 15 days of shooting. To make the sequences authentic the action performers had to be put through their paces. reveals Stacey Boisselle, head of casting at Audiomotion Studios. Every step, every grasp, every breath whether it's a build up to a jump or the exertion of pulling up onto a ledge, it's all real. The in-game animation is equally as impressive as the cutscenes. A great deal of work has gone into making the game a visual experience.
Tuukka Taipalvesi, executive producer at Remedy Entertainment adds, It has been our pleasure to be working with the Audiomotion team. They worked tirelessly to meet our expectations, technical and creative, while delivering quality services and animation. We threw large challenges at them that they happily accepted, managing high volumes of animation data with fast turnarounds. They have proved to be an incredible resource for our project team.
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