GAMES GATHERING 2016 KYIV

The Role of Motion Capture in Action Gameplay Development

Talk recording: The Role of Motion Capture in Action Gameplay Development

Maksym Zhuravlov

What the talk is about

Maksym Zhuravlov explains how to use motion capture for prototyping action gameplay, drawing on his work on Quantum Break. He argues that gameplay animation differs from cinematic work: change is a natural part of finding a good mechanic, and the animator should seed a minimal set of animations for each feature and link them up gradually. Mocap speeds up testing ideas, but it needs daily preparation: collecting and documenting ideas from the team, grouping them into shoot days, and keeping fallback options for each mechanic. For gameplay, iteration speed matters more than perfect data quality, so a backup capture vendor is essential. He also recommends a double cast of stunt performers, simple custom props, a wider pool of actors, showing them game prototypes, and bringing in consultants. Useful for gameplay animators and leads.