Saints Row 3

SR3 Screenshots…

It is becoming increasing difficult to “capture” the essence of a game that is in motion in a single screenshot. We did make use of various techniques to compose screenshots that were representative of the player’s experience. Everything was captured from the game, but frequently composited or at a minimum balanced in Photoshop. Here is a collection of screens that I contributed using such techniques for SRTT (think of them as video game photography):

SR3 Jobsheet – Cutscene Lighting Pass

Here is an example jobsheet that I made for the Lighting Pass on a SR3 Cutscene:

High level documentation and examples helped outline the style we were aiming for. This document provided specifics and immediate goals including which colorscript (separate reference) to refer to .

SR3 Cinematics Progressed per the following:

  1. script
  2. storyboard
  3. animatic
  4. animation pass
  5. facial pass
  6. lighting & fx pass

SR3 Jobsheet – Cutscene Prop

Here is an example jobsheet for one of the many cinematic props for SR3 that I directed the outsourcing on:

These props were significantly simpler to execute with outsourcing as they only appeared in cinematics.  Standard game constraints and specifications did not need to be adhered to (e.g. no need for collision models).

We did author these a little higher resolution than normal items in the game would normally be as they were intended to be viewed in the cinematics.

SR3 Jobsheet – Cutscene Animation Pass

Here is an example of a jobsheet for an Animation Pass on a SR3 Cutscene:

At this point in the process, the focus is on integrating final assets including:

  • Final set
  • Final characters
  • Final props
  • Final vehicles
  • Mocap & secondary animation
  • Any change requests that have developed

SR3 Cinematics Progressed per the following:

  1. script
  2. storyboard
  3. animatic
  4. animation pass
  5. facial pass
  6. lighting & fx pass

SR3 Vehicle Documentation

Here are some thumbnails from a document I assembled for the outsourcers working on vehicles for SR3.  The vehicles technical specifications were complex and this document attempted to breakdown what was expected of the vendor, in what order tasks should be performed, and provide reference to technical details they would need to adhere to.

MXS Transform Test

Objects in 3ds Max will typically need to have “clean” transforms.  It is quite easy to invalidate them via non-uniform scales or mirroring. I wrote a simple script to identify objects submitted to us by our vendor that are in need of correction.

The script checked for offset pivots, mirrored  objects, and non-uniformly scaled objects.

Here is an example of the feedback dialog that the user would be presented with.

SR3 Vehicle Jobsheets

Below are some SR3 Vehicle Jobsheet examples.

  • One key goal with these jobsheets was to place all key information onto a single page that can be viewed at once in a single window, second screen, or printout.
  • Furthermore, all text in the jobsheet is kept in an editable format that may be more easily translated by foreign vendors (in contrast to baking text into an image as one might with Photoshop).

SR3 Jobsheet – Cutscene Animatic

Here is a example jobsheet for a SR3 Cutscene Animatic.

In each of the jobsheets, we tried to provide:

  • Context
  • Camera Direction
  • Asset List & file locations (which included pre-approved 2D storyboards & rough audio)

One of the many challenges we encountered at this stage were the unfinished nature of assets, like the set.

SR3 Cinematics Progressed per the following:

  1. script
  2. storyboard
  3. animatic
  4. animation pass
  5. facial pass
  6. lighting & fx pass

SR3 MXS Convert Pattern Maps

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