Monday, May 6, 2013
Bits: Google Glass Offers More Tech Magic, if You Can Afford It
Sunday, March 17, 2013
Bits Blog: Making Movie Magic More Efficient
DreamWorks Animation The character Eep basks in a rare taste of life outside her family cave.“The Croods” is a caveman movie from DreamWorks Animation that comes out March 22. The subject may be paleolithic, but the technology approach may well be cutting edge.
“Croods” is a digital product of about 250 billion pixels, with high-definition sound that, along with the images and story, is designed to maximize emotional manipulation of the audience. It is the end point of a process involving hundreds of artists and engineers working in a closely organized system that DreamWorks has been working on for years.
Making a movie with a half-million digital files, containing things like hair waving in the wind or cliffs crumbling into dust, took several years of planning, writing and drawing. It also meant searching for efficiency in the face of escalating costs. Since 2006, DreamWorks Animation has released more than a dozen movies costing at least $130 million. “We’re hoping to reduce that expense while adding more to the experience,” says Lincoln Wallen, the chief technical officer at DreamWorks Animation. “A modern digital environment, whatever the business, has to be distributed and agile.”
While each film needs its own uniquely realized look, the company also keeps a digital catalog of every table, flame and character, so parts might be modified or retouched in a future film. More important savings come by rethinking how things are made. In 2009’s “Monsters Versus Aliens,” the relatively simple-looking destruction of a spaceship used 4 terabytes of data about pixels. In “Croods,” the same amount creates a far more detailed and longer destruction of a mountainside.
Instead of a straightforward pixel stash, DreamWorks hired a former quantum chemist and a former specialist in fluid dynamics to create a series of mathematical instructions about how different parts of the image should affect their neighbors once motion commences. That way the same amount of data is creating a more complex outcome.
The company has also worked to tighten the relationships between artists trying out different angles, through custom software that changes the angle of a character with the touch of a pen. Elsewhere, Wall Street trading software has been adapted to speed communication of changes in digital files among different groups of artists. A dancer wearing a special body suit generates an image of her as a cartoon character that many artists can look at together, and figure out how a scene should be structured.
“Siloed systems are too brittle,” says Mr. Wallen. “The key is a knowledge and management of all the interrelationships.” He and others at DreamWorks are now considered proficient enough at managing these big cloud systems that Intel and Hewlett-Packard, suppliers of much of DreamWorks’ technology, have them speaking to customers in such seemingly unrelated fields as energy and finance.
Viewed as a manufacturing process, what DreamWorks is doing is also a little like the old Six Sigma idea, practiced by General Electric and others, that problems are most easily fixed when they are approached as early as possible. There is also a “just in time” digital customization plan in the works, Mr. Wallen says, to shift the final product so characters’ facial reactions mimic those of, say, a Chinese person when the movie is playing in China. In both cases, the idea is to make high-cost enchantment more efficient.
Wednesday, September 26, 2012
The Magic of Epic Mickey: Power of Illusion
It’s been quite a few years since the glory days of Disney platformers. Aladdin, The Lion King, Disney's Magical Quest - these titles and many more enchanted gamers by capitalizing on the magical nature of various Disney franchises, while at the same time providing a fun world and memorable gameplay experiences. But in the many years since gaming went three-dimensional, it looked like the Disney side-scroller was doomed to become a thing of the past - a forgotten relic from Disney’s gaming vault.
Just the sort of thing you’d expect to show up in Wasteland, in other words.
Disney’s Epic Mickey franchise has resurrected many bits, pieces and even characters from Disney’s past, all given second life thanks to The Wasteland - basically, the rug under which all of the company’s past is swept according to the Epic universe. But while Epic Mickey 2: The Power of Two (the sequel to the 2010 Wii title) is just around the corner, the mouse-fueled game that has me most excited is easily Epic Mickey: Power of Illusion for 3DS.
Both games release the same day, November 18, but Power of Illusion has particularly piqued my interest with its retro style. Not just a mere port of Epic Mickey 2, Illusion offers a full, standalone adventure - one that continues the Epic story, while also acting as a sequel to the long-lost Genesis classic Castle of Illusion.
As you might have guessed, Illusion is a side-scrolling platformer, but one that spans countless Disney franchises and has some modern tricks up its sleeves - like dual-screen functionality and the paint/thinner mechanic from the core Epic games. During a recent demo I had the chance to further explore the castle, this time journeying into the second wing, and thereby the streets of Aladdin’s Agrabah.
As far as gameplay is concerned, Agrabah is similar to Peter Pan’s London area. You can perform a spinning attack or throw paint globs with your brush for enemies at a distance. If you keep watch on the bottom screen, you’ll find areas where objects can be either erased or drawn in, manipulating the environment in such a way as to allow you to progress or even find a secret or two. But the world itself is what’s most impressive, harkening back to both the animated film and Al’s old Genesis title with startling accuracy.
The look of the game is superb - with excellent sprite work and some really incredible background design bringing these worlds to life. Developer DreamRift even went so far as to make use of original working files for the animated films, and that extra mile really paid off in terms of visuals. The number of different characters you’ll run into is also quite impressive - during my short demo, I ran into Genie, the Peddler, Cinderella, and Aladdin himself (hint: cool things happen if you rescue the titular hero).
Searching each area to find and rescue the various Disney characters is a great incentive to scour and revisit every level, as are the handful of collectible abilities. For instance, using the Scrooge ability summons a certain duck to jump around on his pogo stick and make havoc for enemies. Small touches like this are much-appreciated throwbacks to Disney’s grand past, and go a long way in making this game feel like a modern incarnation of those beloved titles.
What I’ve played of Epic Mickey: Power of Illusion has me really excited. Granted, it marks possibly the biggest waste of a magical carpet ever (why can’t I really fly the darn thing?!), but assuming it’s as fleshed out as I’m hoping it will be, this game could easily become one of the greatest new additions to the 3DS library in 2012.