Insider
Interview
The Making of the StarCraft II Cinematic Teaser
The Insider recently sat down with Nick Carpenter, Blizzard's
cinematic creative director, for a behind-the-scenes look at the StarCraft
II cinematic teaser recently released at the Worldwide Invitational, as
well as to discuss the challenges involved with continuing the single-player
storyline from the original game...
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Insider: One of the things that really made StarCraft stand out when it was first released was the epic scale of events unfolding over the course of the original game and the Brood War expansion, told in large part through the game's cut-scenes and beautifully crafted cinematics. Of all the possible scenarios for a cinematic teaser, why did you decide to focus on the genesis of a marine?
Nick
Carpenter: The idea of turning the creation of
a marine into a cinematic has been on my mind ever since we started working on
the cinematics for the original StarCraft. When you click on that button to
build a marine, what does that mean? Actually showing the marine being built
gives us an exciting opportunity to show that in the StarCraft universe, even
something that's normally very mundane can have a truly epic feeling to it.
"Actually
showing the marine being built gives us an exciting opportunity to show that in
the StarCraft universe, even something that's normally very mundane can have a
truly epic feeling to it."
When you see all
the intricate pieces of the armor coming together, you really get to appreciate
the power and the toughness of the marine unit from a whole new perspective.
But this is only the most basic unit; this is your cannon fodder, your red
shirts. If the creation of a mere marine is already this cool, just imagine
what it must be like when a goliath or a siege tank is assembled. Essentially,
we picked this scene because we felt it was a great way to return to the
StarCraft universe - open up with something small, but finish with something
really big.
Let's talk a little bit about how your team and the game design team for StarCraft II work together to create the cinematics. What role does each team play in coming up with ideas, and how are they then transformed into the actual movies?
There's a great
deal of collaboration going on between all the teams that work on StarCraft II.
We have a lot of brainstorming sessions where people from my team, the
StarCraft design team, and our creative team sit down and throw around story
ideas, character ideas, and just general thoughts of what's going to happen
next.
For example, as we
were coming up with the concept for the teaser cinematic and fleshing out the
details for the marine portrayed in it, that marine evolved over time into a
character, named Tychus Findlay, that features prominently in StarCraft II.
Ultimately, the creative process involved with working Tychus into a certain
role in the plot and fleshing him out helped us give him even more character
depth in the cinematic.
Also, one of the
big advantages of the cinematics team working directly with the game design
team is that the cinematics are completely consistent with the game we're
making, which isn't always the case when you're hiring an external company.
Since we're part of the creative process, there's always a strong sense of
consistency and continuity between the actual game and the cinematics.
It's been almost a decade since StarCraft and Brood War were released. What do you think your team has learned since then, and in what way is that growth reflected in the way the story of StarCraft II is told by its cinematics?
"To stand
out, you can't just tell a story - you have to tell it well."
There's actually a
lot of things we've learned since then, both in terms of technology and craft.
Back then, things that we consider easy now were huge obstacles. If we want to
have a talking character today, that's not that big of a deal. Back then, a
good-looking facial animation was really difficult to achieve. So, this advance
in the state of the art gives us a lot of freedom to tell our story, but
good-looking 3D graphics are pretty much the standard that players have come to
expect from games by now. To stand out, you can't just tell a story - you have
to tell it well.
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With every game we
do, we try to take the cinematics to the next level. The cinematics of Diablo
II were a huge step forward from Warcraft II, and Warcraft III raised the bar
even higher. The cinematics for World of Warcraft and The Burning Crusade
pushed the limits even further, so there are a lot of expectations for
StarCraft II. We're improving our cinematics' quality by taking full advantage
of the latest video rendering technologies, but at the end of the day the main
goal still is to put all that technology toward crafting an epic story with a
terrific cast of characters.
Aside from the pre-rendered cinematics, StarCraft and Brood War also relied on the actual game engine to deliver in-game cut-scenes to advance the plot. How does StarCraft II balance cut-scenes and pre-rendered cinematics? Also, what do you think are the strengths and weaknesses of each storytelling technique?
StarCraft II will
have cut-scenes just like the original StarCraft games, but one thing I'm
really excited about is that this time, the controls for these scenes will be
much more intricate than before. Since our graphics engine for the game itself
can display a wide range of effects, such as normal mapping, we can actually
create in-game cut-scenes of near-cinematic quality. And since we have more
control over camera movement, unit animation, and lighting, our only
limitations here are the engine's limitations. A good part of the plot will
unfold through in-game cut-scenes, but the most pivotal scenes are still being
told through cinematics.
Using pre-rendered
cinematics has the advantage of giving us almost unlimited freedom in what we
want to show and how we want to execute a shot. In-game cut-scenes still don't
quite offer the full range of freedom we have with cinematics. On the other
hand, creating art assets for pre-rendered cinematics can be a time-consuming
and difficult task, and rendering a cinematic takes time as well. So while we
are able to show almost anything we want in a pre-rendered cinematic, the price
we pay for that is time. The new cinematics for StarCraft II are really testing
the limits of our technology, but at the same time that lets us explore how we
can still grow and overcome these limitations.
What technologies did you use to create the cinematic
teaser?
"I think the
polygon count on the marine ended up being well above five million. So when we
tried to render the cinematic teaser, we actually broke our renderer."
Traditionally,
we've used off-the-shelf software to create our cinematics, but as I said
previously, we're reaching the outer limits of what that is capable of. For
example, the 3D models used in the cinematic teaser are the most complex and
detailed models we've ever done. I think the polygon count on the marine ended
up being well above five million. So when we tried to render the cinematic
teaser, we actually broke our renderer. It refused to render the scene; it was
just too much. In the end, we had to do separate passes to render the
cinematic, but this experience showed us that we're approaching a point where
our current software might not be able to help us in all rendering tasks.
Now we're looking
at other solutions, and one solution is to switch over to RenderMan, a renderer
that was developed by Pixar. Doing so means a lot of in-house development,
which is fairly unusual for a computer games company, but it's really just the
next logical step for us. We have a lot of extremely talented people on the
cinematics team, and all that skill and professionalism is being put toward
making sure that the cinematics of StarCraft II will meet the players'
expectations.
Speaking of in-house software, can you tell us a little
about the tools you use to create the in-game cut-scenes?
Our plan is to
make all the tools we use to create the in-game cut-scenes available to the
players with StarCraft II. It's always been our tradition to ship level-editing
tools with our games, and I think that adds a lot to the success and longevity
of games like Warcraft III and the original StarCraft. Even with World of
Warcraft, there are a lot of really great fan-made machinima movies out there.
There is a desire among the players for software like our level editors, and
we're really excited to see what they'll do with these tools.
Thank you very much for your time, Nick. Is there anything
else you'd like to add?
The only things
I'd like to add is that we're really excited to be working on StarCraft II and
we hope players will have a great time with it once it's finally released.
Also, I'd like to thank my whole team for their hard work and the outstanding
job they're doing. They're an amazing bunch of people, and I appreciate
everyone's dedication and energy.