Added by on 2013-01-15

Cyberpunk 2077
Making of – Cyberpunk 2077 by Platige Images - behind the scenes of the trailer creation.

The teaser announces a new video game (developed by Polish video game company CD Projekt RED) based on Cyberpunk 2020 – an RPG system created by Mike Pondsmith back in the 90′s.

Concept

Usually, working on video game cut scenes involves creating a visual story in an already established world: the animation process is very orderly, divided into classic stages, and predictable. This time around, it was markedly different. The first drafts of the screenplay and preliminary concept art was created when the game was still in initial stages of core development. In the course of our collaboration with CD Projekt RED, we approached dozens of ideas before settling on a seemingly freeze-framed setting that referenced one of the illustrations from the original game manual.
Concept1
Concept2

Art

Parallel to the teaser, the developer fleshed out the game itself: its concept, style, look, and feel. The ideas introduced into the movie influenced game development, while the latter simultaneously modified the teaser. This made the film a logistical and organizational challenge but it also imbued it with much more spontaneity and creativity.

Characters

 

Characters1 Characters2 Characters3 Characters4 Characters5 Characters6 Characters7 Characters8

Environment

Environment1 Environment2 Environment3 Environment4 Environment5 Environment6 Environment7 Environment8

3D scanning session

IR’s 72×18 Megapixel Camera system captures around 1.27 gigapixels of color data from 360 degrees, being a volumetric-based reconstruction method means it’s a ‘single shot’ capture process. Just like a regular photographic session.
See more about the IR system at Infinite-Realities

3D scanning1 3D scanning2 3D scanning3 3D scanning4

Ever since we set out to create it, we knew the promo would work only if the female protagonist engendered a serious emotional response in the viewers and push the aesthetic boundaries of the typical female form. Video games frequently feature banally designed female characters, composed of the same hackneyed elements. Though undoubtedly beautiful, these characters are often contrived. In this particular case, the ability to work with a real actress thoroughly transformed the film.
The scanning enabled us to capture this fleeting element of authenticity, to use the beauty of a real person. It was truly a qualitative change. Despite the fact that the scanned models required processing and remodeling, they turned out to be the perfect solution for this project, as far as both time frame and quality are concerned.

3D scanning session1 3D scanning session2 3D scanning session3 3D scanning session4 3D scanning session5 3D scanning session6 3D scanning session7 3D scanning session8 3D scanning session9 3D scanning session10 3D scanning session11 3D scanning session12 3D scanning session13

3D Characters / Hair

The hair was the only element of the scanned actress that was created from scratch, with photographs taken prior to the scanning session serving as reference.

3D Character and Hair1 3D Character and Hair2 3D Character and Hair3 3D Character and Hair4 3D Character and Hair5 3D Character and Hair6 3D Character and Hair7 3D Character and Hair8 3D Character and Hair9 3D Character and Hair10 3D Character and Hair11 3D Character and Hair12 3D Character and Hair13 3D Character and Hair14 3D Character and Hair15 3D Character and Hair16

UI

We stylized the newscast to look like old time TV on purpose, on the assumption that our imagined viewer likes old school styling, so that’s how the channel ‘tuned into him or her.’ It looks a lot like the non-stop, twenty-four-hour news channels we have today. We could have put a lot more information on screen, or even increased the number of screens, but we decided on a look similar to old (i.e. present-day) television because we think channels like that (CNN or FOX News) will stick around for a while.UI

 

Interface explorations

Interface explorations2 Interface explorations1 Interface exploration3 Interface exploration4

Final stills

Cyberpunk 2077 Final stills1 Cyberpunk 2077 Final stills2 Cyberpunk 2077 Final stills3 Cyberpunk 2077 Final stills4 Cyberpunk 2077 Final stills5 Cyberpunk 2077 Final stills6 Cyberpunk 2077 Final stills7 Cyberpunk 2077 Final stills8 Cyberpunk 2077 Final stills9

PLATIGE IMAGE
Director / Story: Tomek Bagiński
CG Supervisor / Animation Director: Maciej Jackiewicz
Executive Producers: Marcin Kobylecki, Jarosław Sawko, Piotr Sikora
Producer: Marta Staniszewska

Concept Artists: Damian Bajowski, Jakub Jabłoński, Maciej Kuciara, Maciej Rębisz
Additional Concept Artists: Jakub Bogaczyński, Adam Trędowski, Rafał Wojtunik
CD PROJEKT RED
Concept Artist: Robert Adler

Source - www.platige.com

  • Rustam

    visible only tex.

    • cgmeetup

      its fixed, please check again.

  • http://profiles.google.com/zfriedcod john henry

    sure alot of effort put into making some stupid trailer that has nothing to do with actual gameplay…

    • mgtrp1a

      What do you know? Ever been to the future?

    • Azim Baig

      it kinda does have smth to do with an actual gameplay, it helps to sell the game, so that developers can use money from early pre-orders on improving their gameplay or other aspects of the game. Trailers like that are also useful to have because if the game succeeds then developers can showcase that trailer for potential directors to create a movie.

  • dragondeathlord .

    Its the stupid Music, thats new kids not PUNK! AAHHHHHHHHHHHHHHHHH!