The reason the characters looked so alive stems from AI and an evolution of motion-capture tools.
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This new tech expedited production tenfold. Actors would perform their scenes, Digital Domain would upload all the performances onto a computer with their body performance, head performance and audio time coded and synced, then send that to Supermassive to review in the game engine. The developer would provide feedback, and by the next day “The Quarry” Director Will Byles, who also directed “Until Dawn,” could watch the footage to determine if any particular performance needed to be reshot.
The team used the data recorded throughout these shootings, facial scans and range-of-motion tests to build a library of each actors’ idiosyncrasies that could then be used to train their AI so the computer could read their movements and expressions correctly. As Inversin explained: “machines only are as good as what you can feed [them] in terms of information.”
Filming began around the same time as the covid-19 pandemic, which placed limits on how many actors could be in the studio at one time and added another layer of choreography to the process. Most of the group scenes were filmed in segments with two or three actors over multiple shoots. The fire pit scene, for example, involved three groups of two counselors each shot at different times.
As in movies, Masquerade uses this capture footage to create photorealistic animations of an actors’ performance. Unlike in movies, though, video games need to render those animations in real time in response to the player’s actions — a monumental computing task since each actor’s face is composed of upward of a thousand unique blend shapes, or facial movements corresponding to different expressions.
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