Supermassive's interactive horror game TheQuarry used groundbreaking tech from an Oscar-winning visualeffects studio to bring its scary story to life.
Game developer Supermassive Games earned heaps of praise for its interactive, cinematic horror adventure Until Dawn, and followed it up with this year’s “spiritual successor” to that 2015 hit, The Quarry. The game puts players in control of a group of camp counselors who find themselves besieged by a variety of deadly threats — both human and supernatural — after getting stranded at the remote campground where they spent their summer.
Digital Trends: Back in 2019, we discussed Masquerade, the facial-capture system Digital Domain developed for Thanos in Avengers: Infinity War. Your team created Masquerade 2.0 to do something similar with The Quarry, but with more characters and over a lot more screen time. What were some of the big steps along the way?
Paul Pianezza: We captured 32 hours of footage, but to start out, we do training sets. We’ll take the actors and do some data scanning of them. And from that, we collect about 60 seconds of ROM data. Then we do a whole body scan. After that, we do more ROMs and capture more face shapes to establish a 1:1 likeness — how the face moves and all that kind of stuff. That’s our starting point.
Inversin: Right? Cables in front of the face, helmets flying off … Fortunately, we had a really transparent relationship with Supermassive. When we were on set and called out to Will [Byles, director of The Quarry] that a cable went in front of someone’s face or a head cam turned off or whatever, Will always had the foresight to know if it was something that needed to be reshot, or he’d say, “No problem. I’m going to cut around that.
So how do you handle the death scenes in the game? Do they change the way you capture performances or translate them?Two counselors died on my play-through, Abigail and Kaitlyn , which I’m actually pretty pleased with, given my typical, first-run death toll in games like this. Keeping track of all the permutations of story arcs in a game like this feels like it could get overwhelming.
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