Quantic Dream’s new project will be powered by Autodesk, with the firm using the tech’s HumanIK animation middleware and Autodesk Mudbox digital sculpting and texture painting software. The firm told GI.biz the Mudbox tech “in particular” was a “driving factor” in Quantic’s decision.
“Previously we were using another sculpting product, but we are impressed with how far Mudbox has come over the past few releases,” said Damien Castelltort, the studio’s CTO. “The interoperability between Maya and Mudbox is a big plus for us. Autodesk has streamlined the workflow between products in the suite, enabling our artists to work more efficiently.”
Autodesk’s HumanIK middleware was integrated into Quantic’s Kara demo as well, and the software’s full body inverse kinematics will make character more “believable” when trying to “evoke an emotional response during gameplay.”
The firm’s head David Cage said during GDC the team at Quantic Dream have wanted to explore the ability to express emotion in the game engine using real-time 3D by including more of the original performance from the actor using motion capture technology.
In order to accomplish this, the team knew it had to progress on many different levels and one of these was performance capture. In order to do this, Quantic Dream invested in more motion capture cameras, and with the implementation of HumanIK, the team will be able to add more realistic animations to what’s captured , while reducing the amount of time required implementing the annimations.
“The unified solver for HumanIK in Maya gives us better animation consistency between what our artists see in the software and what comes through in our game engine,” added Guillaume de Fondaumière, co-CEO and executive producer at Quantic Dream.
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