Cinematics - Under Construction (Almost done)

Cinematics composed the majority of my work on the latter half of the project. Starting with conceptual layouts and animatics, we used blocked in animations to direct mocap sessions which provided raw anims for the animators. I used Maya to create and export out all of the camera work (with one exception, using Renderware's Sequencer for Story Mode), then using Renderware Studio, I would combine everything to create all of the game's over 90 cinematics. From there, I created most and implemented all of the particles/effects work you see here to add the final polish.

+ + + Best of the bunch

Here's a set of the best cinematic work to come out of Gauntlet: Seven Sorrows...
Or there would be, but I'm still compressing videos. Check back soon!
All Caldera:

IP20030 Grand Magistrate Death:

Scarecrow Boss Intro - PT0020:

Gavril Death - ID20070:





Twisted King Intro - HF0030:

Twisted King Death - HF0040:





Stone Golem Death - SS20030:

All Standing Stones 2 Effects:

+ + + Level 01 - City Under Siege

Establishing Shot (Under Construction):

Statue Push (Under Construction):





Death Appears (Under Construction):

+ + + Level 02 - Imperial Dungeons 3

Establishing Shot - ID30010:

Raise Bridge 1 - ID30020:





Magic Wall Appears - ID30040:

Magic Wall Disappears - ID30050:





Imperial Sorcerer Intro - ID30060:

Raise Bridge 2 - ID30070:





ALL Imperial Dungeons 3:

+ + + Level 03 - Plague Town

Establishing Shot - PT0010:

Magic Key Appears - PT0015:





Scarecrow Boss Intro - PT0020:

Scarecrow Death - PT0025:





Key To End Gate - PT0030:

End Gates Open - PT0040:





Additional work included mocap direction and
ALL Cinematic Scarecrow effects except crows
(Cinematics 20 and 25)
ALL Plaguetown:

+ + + Level 04 - White Crane Harbor 1

Establishing Shot - WCH10010:

Mill Gate Lowers - WCH10020:





End Gates Open - WCH10030:

ALL White Crane 1:

+ + + Level 05 - White Crane Harbor 2

Establishing Shot - WCH20010:

Barrier Disappears - WCH20020:





Catapult 1 Fires - WCH20030:

Catapult 2 Fires - WCH20040:





ALL White Crane 2:

White Crane 2 Smoke/Fire EFFECTS:

+ + + Level 06 - Huge Forest

Establishing Shot - HF0010:

Gates Close - HF0020:





Twisted King Intro - HF0030:

Twisted King Death - HF0040:





Additional work included mocap direction and
ALL Cinematic Twisted King effects
(Cinematics 30 and 40)
All Huge Forest:

+ + + Level 07 - Standing Stones 1

Establishing Shot - SS10010:

Key Appears - SS10015:





Bridge 1 Falls - SS10020:

Bridge 2 Falls - SS10030:





Additional effects work includes Stone Golem
mote trails, miscellaneous dust and smoke.
All Standing Stones 1:

+ + + Level 08 - Standing Stones 2

Establishing Shot/Golem Intro - SS20010:

Stone Golem Damaged - SS20020:





Stone Golem Death - SS20030:

All Standing Stones 2:





Additional effects work includes Cinematic Stone Golem
mote trails, dust, rocks, smoke, and In-game ley pillars,
ley geysers, motes, jets and all ley explosions.
All Standing Stones 2 Effects:

+ + + Level 09 - Lower City 2

Establishing Shot - LC20010:

Barrier Disappears - LC20020:





All Lower City 2:

+ + + Level 10 - Imperial Palace 1

IP1 Placeholder

+ + + Level 11 - Imperial Palace 2

Establishing Shot - IP20010:

Living Statue Comes to Life - IP20015:





Grand Magistrate Intro - IP20020:

Grand Magistrate Death - IP20030:





Additional work included mocap direction and
ALL Cinematic Grand Magistrate effects
(Cinematics 20 and 30)
All Imperial Palace 2:

+ + + Level 12 - Imperial Dungeons 1

Establishing Shot - ID10010:

Magic Wall Disappears - ID10020:

+ + + Level 13 - Imperial Dungeons 2

Establishing Shot - ID20010:

Bridge Extends - ID20020:





Gate 1 Opens - ID20030:

Gate 2 Opens - ID20040:





Gate 3 Opens - ID20050:

Gavril Intro - ID20060:





Additional work included mocap direction and
ALL Cinematic Gavril effects including, vent,
steam, smoke, motes, the flamevent and explosion,
but not the actual flames on Gavril's body
(Cinematics 60 and 70)
Gavril Death - ID20070:





ALL Imperial Dungeons 2:

+ + + Level 14 - Elven Crossing

EC Placeholder

+ + + Level 15 - Wilderness

Wilderness Placeholder

+ + + Level 16 - Caldera 2

Establishing Shot - Ca0020:

Ballista One Fires - Ca0030:





Ballista Two Fires - Ca0040:

Ballista Three Fires - Ca0050:





Cohosh Death - Ca0060:

All Caldera:

+ + + Story Mode Cinematics and Previs Animatics

After Story-mode's demise, a tremendous amount of work done to that point (layouts, mocap shoots, cleaned animations, effects, VO, implementation and the like) had to be let go. All cinematics done to that point (40+, and only one of which was revised to be included in the new 90+ that were actually released; Dungeons 3's Imperial Sorcerer Intro) were archived but eventually had to be removed altogether when the new cinematics were implemented to avoid conflicts. Included here are a few of the surviving cinematics, including "C200, Entering the Standing Stones", as it was displayed at E3 2005. Also below are several previs layouts to show what sort of work was done to simplify the process of mocap direction. While ultimately unused, knowing where to place actors and cameras and the timing of characters and dialogue prior to shooting mocap was invaluable to expediting the process and a tremendous experience.
Entering the Standing Stones (Hi):

Entering the Standing Stones (Lo):





First Confrontation With Sergeant:

Second Confrontation With Sergeant:





Previs Cinematic Layout A (Under Construction):

Previs Cinematic Layout B (Under Construction):





Previs Cinematic Layout C (Under Construction):

Previs Cinematic Layout D (Under Construction):




Copyright 2005, Mychael Miller