{"id":2205,"date":"2024-06-12T15:02:02","date_gmt":"2024-06-12T13:02:02","guid":{"rendered":"http:\/\/www.misfitvillage.com\/?p=2205"},"modified":"2024-06-12T15:02:04","modified_gmt":"2024-06-12T13:02:04","slug":"go-home-annie-devlog-3-2","status":"publish","type":"post","link":"https:\/\/www.misfitvillage.com\/index.php\/go-home-annie-devlog-3-2\/","title":{"rendered":"Go Home Annie &#8211; Devlog 4"},"content":{"rendered":"\n<p><a href=\"https:\/\/store.steampowered.com\/app\/1939100\/Go_Home_Annie\/\">Wishlist Go Home Annie on Steam!<\/a><\/p>\n<p>Hi everyone. This is Mladen, Creative Director at Misfit Village, coming at you with our fourth devlog. As promised\u00a0<span data-tooltip-text=\"store.steampowered.com\">in the last devlog<\/span>, I\u2019ll be talking about how we go about creating cutscenes and character animations for Go Home Annie.<br \/><br \/><\/p>\n<div class=\"R4hvAPxshacgyDjDRc_p5 BB_Header3 AX80F1i_ZmgUMWmsPWvNo\">Storyboarding<\/div>\n<p>We create the levels, gameplay, and story at the same time, so these three elements often inform one another, giving us a sense of when a cutscene should start in the game and what it should tell the player. All cutscenes push the story and the player\u2019s goals forward, but some are there to give the player a break from puzzles and exploration. After we have a rough idea of what should happen in a cutscene, we make an ugly, rough version of it with static characters and basic camera movement.<br \/><br \/><\/p>\n<div class=\"_3TAWD5LWkep26EK8gfBxfx\">\n<div class=\"_3KS-fIwjktkcom4r_Dsn-u\">\u00a0<\/div>\n<img decoding=\"async\" class=\"undefined\" src=\"https:\/\/clan.akamai.steamstatic.com\/images\/\/42188121\/b463b448ab602a7369c05936f119431c751d7440.jpg\" \/><\/div>\n<div class=\"_11Vop5hqkb4UtuyOIHmAdt BB_Italic\"><em>A screenshot from a rough version of a cutscene. Don\u2019t judge.<\/em><\/div>\n<p><br \/><br \/>All our cutscenes are seamlessly transitioned into from gameplay and are experienced from the player\u2019s point of view. We never cut to a different camera. In that sense, Go Home Annie is one long take with no cuts, which makes the game flow beautifully.<br \/><br \/><\/p>\n<div class=\"R4hvAPxshacgyDjDRc_p5 BB_Header3 AX80F1i_ZmgUMWmsPWvNo\">Motion Capture<\/div>\n<p>To breathe life into our characters, we use motion capture. You\u2019ve probably seen footage of your favorite actors in spandex suits with little balls on them. Here\u2019s us doing the same thing.<br \/><br \/><img decoding=\"async\" src=\"https:\/\/clan.akamai.steamstatic.com\/images\/\/42188121\/4c78766186f216110c50f294c4793f9dcae94332.jpg\" \/>\u00a0<\/p>\n<div class=\"_11Vop5hqkb4UtuyOIHmAdt BB_Italic\"><em>Our 3D Artist, Mateja, doubling as a motion capture performer.<\/em><\/div>\n<p><br \/><br \/>We take advantage of the facilities and technology available to us at our incubator. Shout-out to\u00a0<a class=\"_3I3zkiwF6M2eVvWVHFacVj Link\" href=\"https:\/\/steamcommunity.com\/linkfilter\/?u=https%3A%2F%2Finkubator-pismo.eu%2Fen%2F\"><span data-tooltip-text=\"inkubator-pismo.eu\">PISMO, Novska, Croatia<\/span><\/a>!<br \/><br \/>Mocap data is never perfect, so it requires a lot of manual cleanup. Also, recording finger movements from mocap never turns out well, so we do those by hand.<br \/><br \/><img decoding=\"async\" src=\"https:\/\/clan.akamai.steamstatic.com\/images\/\/42188121\/fbc8a8916f487dfdbd1eae19e85f1643a85a3d93.gif\" \/><\/p>\n<div class=\"_11Vop5hqkb4UtuyOIHmAdt BB_Italic\"><em>An example of a work-in-progress cutscene with raw motion-captured animations, no cleanup<\/em>.<\/div>\n<p><br \/><br \/><\/p>\n<div class=\"R4hvAPxshacgyDjDRc_p5 BB_Header3 AX80F1i_ZmgUMWmsPWvNo\">Camera Movement<\/div>\n<p>We often record Annie\u2019s point of view during motion capture by having one of our actors act out her movements.<br \/><br \/>But for all the short cutscenes where Annie just jumps through a window or opens a door, it\u2019s not worth spending 3 hours putting on the mocap suit and calibrating everything.<br \/><br \/>That\u2019s where Unity\u2019s\u00a0<a class=\"_3I3zkiwF6M2eVvWVHFacVj Link\" href=\"https:\/\/steamcommunity.com\/linkfilter\/?u=https%3A%2F%2Fdocs.unity3d.com%2FPackages%2Fcom.unity.live-capture%401.0%2Fmanual%2Findex.html\"><span data-tooltip-text=\"docs.unity3d.com\">Live Capture<\/span><\/a>\u00a0system comes in. By using an iPhone with the Unity Virtual Camera app, we can transmit the phone\u2019s movement directly into the engine. So I strap the phone to my head and start acting!<br \/><br \/><img decoding=\"async\" src=\"https:\/\/clan.akamai.steamstatic.com\/images\/\/42188121\/1063e4f9e88330be90fad73ddbcb33dd7944b660.gif\" \/><\/p>\n<div class=\"_11Vop5hqkb4UtuyOIHmAdt BB_Italic\"><em>Here\u2019s me with a phone strapped to my head, acting out a scene. And that same scene inside the game.<\/em><\/div>\n<p><br \/><br \/><\/p>\n<div class=\"R4hvAPxshacgyDjDRc_p5 BB_Header3 AX80F1i_ZmgUMWmsPWvNo\">Facial Movement<\/div>\n<p>We experimented with lots of systems for facial capture. We tried Unity\u2019s Face Capture app and various other automated systems, but it turned out the best option for our project was to do it manually with\u00a0<a class=\"_3I3zkiwF6M2eVvWVHFacVj Link\" href=\"https:\/\/steamcommunity.com\/linkfilter\/?u=https%3A%2F%2Fgithub.com%2FRtyper%2FLipSync-Pro\"><span data-tooltip-text=\"github.com\">Lip Sync Pro<\/span><\/a>, using the audio file created by the voice actor and a transcript of the words they\u2019re saying. We can\u2019t show you any facial animations yet, as they\u2019re very much a work in progress (and would also spoil the story a bit).<br \/><br \/><\/p>\n<div class=\"R4hvAPxshacgyDjDRc_p5 BB_Header3 AX80F1i_ZmgUMWmsPWvNo\">Additional Animation<\/div>\n<p>To make characters hold their weapons perfectly and look at the player dynamically, we use\u00a0<a class=\"_3I3zkiwF6M2eVvWVHFacVj Link\" href=\"https:\/\/steamcommunity.com\/linkfilter\/?u=https%3A%2F%2Fdocs.unity3d.com%2FPackages%2Fcom.unity.animation.rigging%401.2%2Fmanual%2FRiggingWorkflow.html\"><span data-tooltip-text=\"docs.unity3d.com\">Unity\u2019s Animation Rigging<\/span><\/a>\u00a0package.<br \/><br \/>Some secondary animation in the game is completely procedural, like the flappy skin on our deer friend here.<br \/><br \/><img decoding=\"async\" src=\"https:\/\/clan.akamai.steamstatic.com\/images\/\/42188121\/f974b2a56d438ecc923059a05050a96d65dab1c1.gif\" \/><br \/><br \/>In giving all this attention to cutscenes and animation, we\u2019re trying to go beyond what indie horror games usually do, hopefully making the end product a richer experience for you.<br \/><br \/>That\u2019s it for this devlog. I\u2019ll see you in the next one. Until then, take care!<br \/><br \/>Mladen Bo\u0161njak<br \/>Creative Director at Misfit Village<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Wishlist Go Home Annie on Steam! Hi everyone. This is Mladen, Creative Director at Misfit Village, coming at you with our fourth devlog. As promised\u00a0in the last devlog, I\u2019ll be talking about how we go about creating cutscenes and character [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":2206,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"sfsi_plus_gutenberg_text_before_share":"","sfsi_plus_gutenberg_show_text_before_share":"","sfsi_plus_gutenberg_icon_type":"","sfsi_plus_gutenberg_icon_alignemt":"","sfsi_plus_gutenburg_max_per_row":"","footnotes":""},"categories":[1],"tags":[133,124,123,121,127,131,129,128,130,132],"class_list":["post-2205","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-nekategorizirano","tag-dev-log","tag-game","tag-horror","tag-logo","tag-publisher","tag-red-bucket","tag-scp","tag-scp-foundation","tag-trailer","tag-unity-hdrp"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v25.4 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Go Home Annie - Devlog 4 - Misfit Village<\/title>\n<meta name=\"description\" content=\"I\u2019ll be talking about how we go about creating cutscenes and character animations for Go Home Annie.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"http:\/\/www.misfitvillage.com\/index.php\/go-home-annie-devlog-3-2\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Go Home Annie - Devlog 4 - Misfit Village\" \/>\n<meta property=\"og:description\" content=\"I\u2019ll be talking about how we go about creating cutscenes and character animations for Go Home Annie.\" \/>\n<meta property=\"og:url\" content=\"http:\/\/www.misfitvillage.com\/index.php\/go-home-annie-devlog-3-2\/\" \/>\n<meta property=\"og:site_name\" content=\"Misfit Village\" \/>\n<meta property=\"article:published_time\" content=\"2024-06-12T13:02:02+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2024-06-12T13:02:04+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/www.misfitvillage.com\/wp-content\/uploads\/2024\/06\/Screenshot-2024-06-12-143710.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"430\" \/>\n\t<meta property=\"og:image:height\" content=\"241\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"admin\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"admin\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"3 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"WebPage\",\"@id\":\"http:\/\/www.misfitvillage.com\/index.php\/go-home-annie-devlog-3-2\/\",\"url\":\"http:\/\/www.misfitvillage.com\/index.php\/go-home-annie-devlog-3-2\/\",\"name\":\"Go Home Annie - Devlog 4 - Misfit Village\",\"isPartOf\":{\"@id\":\"http:\/\/www.misfitvillage.com\/#website\"},\"primaryImageOfPage\":{\"@id\":\"http:\/\/www.misfitvillage.com\/index.php\/go-home-annie-devlog-3-2\/#primaryimage\"},\"image\":{\"@id\":\"http:\/\/www.misfitvillage.com\/index.php\/go-home-annie-devlog-3-2\/#primaryimage\"},\"thumbnailUrl\":\"https:\/\/www.misfitvillage.com\/wp-content\/uploads\/2024\/06\/Screenshot-2024-06-12-143710.jpg\",\"datePublished\":\"2024-06-12T13:02:02+00:00\",\"dateModified\":\"2024-06-12T13:02:04+00:00\",\"author\":{\"@id\":\"http:\/\/www.misfitvillage.com\/#\/schema\/person\/696501d2144b61f8204c349e4750d278\"},\"description\":\"I\u2019ll be talking about how we go about creating cutscenes and character animations for Go Home Annie.\",\"breadcrumb\":{\"@id\":\"http:\/\/www.misfitvillage.com\/index.php\/go-home-annie-devlog-3-2\/#breadcrumb\"},\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"ReadAction\",\"target\":[\"http:\/\/www.misfitvillage.com\/index.php\/go-home-annie-devlog-3-2\/\"]}]},{\"@type\":\"ImageObject\",\"inLanguage\":\"en-US\",\"@id\":\"http:\/\/www.misfitvillage.com\/index.php\/go-home-annie-devlog-3-2\/#primaryimage\",\"url\":\"https:\/\/www.misfitvillage.com\/wp-content\/uploads\/2024\/06\/Screenshot-2024-06-12-143710.jpg\",\"contentUrl\":\"https:\/\/www.misfitvillage.com\/wp-content\/uploads\/2024\/06\/Screenshot-2024-06-12-143710.jpg\",\"width\":430,\"height\":241},{\"@type\":\"BreadcrumbList\",\"@id\":\"http:\/\/www.misfitvillage.com\/index.php\/go-home-annie-devlog-3-2\/#breadcrumb\",\"itemListElement\":[{\"@type\":\"ListItem\",\"position\":1,\"name\":\"Po\u010detna stranica\",\"item\":\"http:\/\/www.misfitvillage.com\/\"},{\"@type\":\"ListItem\",\"position\":2,\"name\":\"Go Home Annie &#8211; 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