Game Cinematics & Stereoscopic

Wednesday, 24 July 10:45 AM - 12:15 PM
Session Chair: Riccard Linde, Activision Publishing @ Central

Zerg Rush Hour: Simulating Swarms for StarCraft 2 Cinematics

To animate tens of thousands of Zerglings in Heart of the Swarm's opening cinematic, a procedural particle-based crowd system was created to simulate their movement and behavior. Artist-friendly controls direct the Zerg swarm to move, attack, climb, and leap using volume primitives in a lightweight implementation.

Matt Cordner
Blizzard Entertainment

Bill La Barge
Blizzard Entertainment

Blizzard Entertainment - Diablo III Cinematics Wing Effects

The procedural FX animation processes used to attain the fiery and mystical looks for the angel wings featured in the Diablo III cinematics.

Christopher Yang
Blizzard Entertainment

Hosuk Chang
Blizzard Entertainment

Bill La Barge
Blizzard Entertainment

Jeremy Pilgrim
Blizzard Entertainment

A Practical Guide to Native Stereoscopic Productions

Many movie production projects have recently been shot using native stereo with two cameras on set. This talk outlines the issues, problems, and possible solutions associated with capturing native stereo images and augmenting them with visual effects. Case studies include "Oz, the Great and Powerful" and "The Amazing Spiderman".

Parag Havaldar
Sony Pictures Imageworks