How Kara Was Created By Heavy Rain Developers
Posted: March 20, 2012
X-Play's Blair Herter interviews David Cage to get a behind the scenes look at their recent tech demo performance, KARA. Find out how they were able to deliver an emotional video using a real time game engine.
Games in this Video:
Heavy Rain (PlayStation 3)ADVERTISEMENT
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chris.musicalmind
Honestly, the thing I loved most about the demo wasn't the tech. It was the fact that I genuinely care about Kara now. I want to know what happens next. I honestly do. If they made a full game based around Kara, I would be the first person in line.
gamedesignonmymind
This technology is wonderful, but lets not forget that capturing emotion through animation has been happening for a long time. 2D animation cracked the code a long time ago, and 3D animation fallowed in suit using what was learned from 2D. This technology however does give us the ability to do this with actors instead of animators. Because of this, it becomes much faster and cheaper to get high levels of emotion in your animation. Skilled animators are hard to train and expensive to employ, this is more cost effective. Professional animators are never going to be obsolete in games, but this will eventually give the rest of us a chance to get more emotion in our games without needing highly skilled animators. Great new tech, but please don't forget history. If the actress in the Kara demo didn't know how to deliver emotion the tech would be useless.
Displaying 1–2 of 2