Capturing Motion for EA
Sunday December 04th 2005, 9:50 am
Once there was Pong. An object moves left. An object moves right. Left. Right. Pretty simple. Now, fifty years later, motion in video games isn’t only about changing direction, it’s about mimicking a natural fluidity of movement in a completely unnatural setting. And it is 3D grad Kirk Chantraine’s job to do exactly that as a Motion Capture Operator for one of the world’s leading gaming companies, Electronic Arts.
Motion capture, or mocap, is one of the most important technical components of video game development. Motion capture cameras record movements of actors, and these images are digitally scanned into a computer, creating a wire frame that is later animated into a character. “Any game that is trying to mimic physical human movement like fighting or athletics should involve a mocap shoot,” says Head of VFS Game Design Dave Warfield.
After motion capture data recorded, the game design team, which includes Chantraine, must perfect each individual shot by cleaning up the f-curves (function curves - relating to the inverse and forward kinematics of the object), reconstructing missing data, applying this to a virtual actor and then finally the game model. Unlike say, feature film editing, mocap editing is more about concentrating on individual shots rather than the continuity of a composition.
Capturing Big Time Credits
In the scope of game creation, Chantraine’s work as a mocap operator entails delivering the bulk of motion that gets put into a wide variety of games. He has been credited on many top game titles like FIFA Street , MVP Baseball 2005 , Fight Night Round 2 , Lord of the Rings: The Battle for Middle Earth , and Madden NFL 2005 , and is currently working on The Godfather and Marvel Nemesis .
“My understanding of motion has helped me the most,” says Chantraine. “And knowing a lot of anatomy from life drawing and animation – anything that helps you understand how, and why, a body moves like it does, helps in making decisions on how a character’s motion is cleaned up and applied.”
F-Curves and Other Good Stuff…
But how did Chantraine make the leap from studying mocap to working in it? Shortly after graduation, he contacted Head of the 3D Department, Larry Bafia for help finding work in the field. Shortly thereafter, Chantraine was visiting the EA Mocap studio, having an interview, and within two weeks, hired for the position of mocap operator.
“I think this shows that networking is indeed important to finding the job you’re looking for,” says Chantraine. “But it’s very important to have the inner drive as well.”
Chantraine points to his passion for games and a polished reel as the major factors which helped him stand out from the pack. He underscores the importance in having your presentation (reel and interview) stand out from others by paying particular attention to small details – putting inserts in your reel, doing thorough research on the company you will be speaking with, and being completely honest about your outlook.
“I remember specifically talking about staring at f-curves all day,” says Chantraine. “I brought up the fact that this was a part of the animating process I enjoyed quite a bit. Making sure a precise level of detail is met is fun for me – and I guess they took my work for it.”