I was one of the first guys on the team for the X-COM pitch
cinematic.While our 2-D animatic and
hero characters were being made I was busy laying out our set, and building low
poly proxy models for all the objects and spaces our characters were going to
exist in and interact with.I then
placed cameras that closely matched the storyboards and 2-D animatic.This allowed us to figure out the scale of
our world, test out our 2D ideas in a 3D space, and create an environment for
early animation tests.The modelers were
then able to very efficiently remodel everything in high poly using my models
as a template.
Creating this low poly set did not take much time, and paid
dividends further in the pipeline since a lot of problems had been figured out before
any really expensive work was done.Everyone could focus on making a visually stunning cinematic.
Take a look at this layout page showing my early low poly set, and stills of the finished set from the final movie.
Every success story has a beginning. XCOM: Enemy Unknown's involved a small team of incredibly passionate artists that wanted to make a statement about where strategy gaming could go. So we made a movie. Half of the shots in this were animated by me, and I will have another post showing some of the process that went into their creation.
Watch it here:
X-COM Pitch Movie
Credits
Lead Artist – Greg Foertsch
Lead Animator – Dennis Moellers
Animators – Justin Thomas
Kevin Bradley
Modelers – Chris Sulzbach (Hero Soldier/high poly set)
Brian Mahoney (Furniture/Room Deco)
Ryan Murray (Sectoid/Sectopod)
Bryce Homick (items in bedroom)
Nathan Gordon (truck/shotgun)
Justin Thomas (low poly set
model/layout)
FX Animators – Brian Feldges
Mike Bazzell
Concept Artist – Piero MacGowan
Sound – Roland Rizzo
Mark
Cromer
UI Artist – Steve Ogden
These are the people responsible for creating the original
pitch movie for the game “X-COM: Enemy Unknown.”This pre-rendered cinematic was created over
a four month time frame from January to April in 2008. A handful of us had
started preliminary work in December of 2007.It represents our vision for the “X-COM” remake we wanted to develop.Originally we wanted the title to be simply “X-COM”
but that idea changed over the course of development for many reasons.
Little did we know that we were embarking on a nearly five
year development journey that would push us harder, and bring us closer as a
team than any other title previously developed at Firaxis Games.
I feel privileged to have had such a large involvement with
its creation.