The Witcher 3 is a massive game. It packs in 35 hours of dialogue, each line of which was voice acted and motion captured. If I had been in charge of orchestrating all the moving parts of the game's development, I would've had a breakdown a month in and the dialogue system would've ended up more like Facade. Thankfully, the much more capable Piotr Tomsinski was in charge, and he gave an enlightening talk at GDC on Friday about how much work went into making the characters move and speak so naturally.
The problem going into The Witcher 3 was obvious: they were making a vast, non-linear, fully-voiced RPG. CD Projekt wanted decisions in The Witcher 3 to feel meaningful, and for them to feel meaningful players needed to form emotional attachments with the characters. They wanted to be able to sell drama by showing it, not by telling you up front a scene was supposed to be emotional. Writing 101, essentially.
Doing individual motion capture work for every dialogue scene and then animating them all by hand would've been impossible, or taken up ridiculous resources (Tomsinski showed that a team of only 14 worked on the cinematic dialogue system, including programmers, animators, and QA—other hands likely pitched in, but that seems to be the core team). So CD Projekt built a number of systems, and a huge library of data in the form of reusable and easily modified animations, that could be combined together to create The Witcher 3.
With the systems they created, designers could make their own dialogue scenes without needing to pull models into a tool like Maya to do heavy duty animation. When he first showed off their Timeline tool, it looked overwhelmingly complicated—like a more complex version of Logic Pro or Adobe Premiere. But it's actually not so bad: there are different rows for animations, 'lookats' (which is where the characters in the scene are looking), placement (location in 3D space), and a few other elements.
The real magic comes in how they generated the dozens of hours of dialogue scenes using an algorithm, and then went into the timeline to hand-tune each one instead of building it from scratch.
"It sounds crazy, especially for the artist, but we do generate dialogues by code," Tomsinski said. "The generator's purpose is to fill the timeline with basic units. It creates the first pass of the dialogue loop. We found out it's much faster to fix or modify existing events than to preset every event every time for every character. The generator works so well that some less important dialogues will be untouched by the human hand."
That's right: a bunch of math determined how most of the dialogue in The Witcher 3 was arranged and animated. So how did it work?
"The generator requires three different types of inputs: information about the actors, [some cinematic instructions], and finally the extracted data from voiceovers. We use an algorithm to generate markers, or accents, from the voiceovers, so later we can match the events in animation with the sound. It generates camera movement and placement, facial animation, body animations, and the lookats."
The Witcher 3 has some of the best-looking character interaction in any game, and most of that started with procedural generation. If the animators weren't happy with a scene, they could simply press a button to regenerate it, and the algorithm would conjure up something new with a slightly altered mix of camera movements and animators. Tomsinski showed off some side-by-side examples, and it was easy to see the small distinctions between them; subtle differences between head and body movements, the pauses between movements.
"The generator works so well that some less important dialogues will be untouched by the human hand."
Of course, they didn't let the algorithm run and call it a day. The thing both scenes had in common was that they looked a bit amateurish—really, like awkward actors stumbling over a scene in a film, or the not-quite-natural animation of games that started to really explore cinematic character interactions (i.e. almost everything pre-Mass Effect). Most of the time, the animators would take what the generator had created, then go into the timeline to tweak it by hand, which could deliver a much better scene in just a few minutes. In some cases, they'd add in more elaborate camera movements, reposition characters and facial expressions, and so on, but they already had a great, unpolished base to work from.
The finished example Tomsinski showed adding a lingering camera shot to the end of the scene for a more cinematic transition, and the character Geralt had been talking to made a subtle facial expression as the witcher walked away. It doesn't sound like much, but it's amazing how much more life that gave the scene.
The building blocks for all those scenes were a set of 2400 dialogue animations, but divided between the various types of characters: men, women, dwarves, elves, children, etc., and different poses (standing, kneeling, and sitting), that number gets significantly smaller. They needed to be reusable.
Tomsinski gave an example: a simple gesture Geralt makes with his hand while standing. What if they wanted Geralt to make that gesture while sitting? They could try adding that animation to the timeline after inserting Geralt in a sitting pose, but that doesn't work—he suddenly appears stood up and waves. So they created a system for additive animations, where only the key part of the body will move—in this case, his arm—allowing animations to be combined. Bam! Geralt is sitting down, but making the same gesture. Other tools, like masking, let them further tweak the movement of specific limbs. In this example, they made sure his legs looked natural as he moved.
There were other key elements to the system, like how they designed the lookat animations with attached poses, so characters would lean on one arm when looking in a certain direction, and how the timeline could dynamically scale for localization to account for longer or shorter dialogue in different languages. But to recap: holy cow, the cinematic dialogue in The Witcher 3 is amazing, and now we know why.
Update 3/23/2016: As I wrote above, the algorithmic generation was a starting point for the Witcher 3's dialogue scenes, which designers then turned into better scenes. Piotr Tomsinski sent over a note elaborating on that process.
At CD PROJEKT RED we strongly believe in a hands-on, custom approach to content creation. I'm sure you can tell this from the way how the world Geralt traverses was designed - and our interactive cinematic sequences (dialogues as we call them) are no different. It's not true that "a bunch of math determined how most of the dialogue in The Witcher 3 were arranged and animated".
How does creating a dialogue scene like this look like from cinematic designer's point of view? First of all, it's not only animating. In fact, there's very little animating at all. Animations are delivered to the animation library - a huge set of gestures, moves and facial animations. Cinematic designer working on a scene simply uses those libraries, crafting actor performance from pre-made animation blocks. And it's something no algorithm can do. Does the woman who lost everything in the fire do this or that gesture? Should it happen while she speaks or during a pause? In what pose does she stand? Should she look away? For how long? Should she be expressive or hide her feelings?
We would like to emphasize that creating a compelling scene is more than just animating , which can be seen as the process of constructing the acting. Creating a compelling scene is in fact editing, preparing cinematography, staging and applying other cinematic means of expression. Algorithm didn't compose our shots so that they have depth and balance. An algorithm didn't decide when to cut the camera to show the NPC's reaction or when to move from a medium shot to a close-up. The algorithm didn't decide when characters moved or changed poses. It didn't tell us if a scene should be fast-paced with wide-angle shots or slow shot with medium lenses.
The algorithm or generator as we call it, was used only as a solid base for further development of the scene. It was a shortcut, a tool, but never a goal. More of a production-related thing. It created a rough first pass through a scene, which was always tweaked and adjusted by hand - in all 1463 dialogues. In many, the algorithm wasn't used at all, as they demanded custom approach from the very beginning.
Every cinematic dialogue was approached with the same care, attention and goal - to create the most compelling and emotional scene for given quest and story. Only this way, the characters could ring true and players would want to invest in them, to understand them, to help or condemn them. When they act like humans, not voiceover-delivery machines. Achieving this is a deliberate, careful process. Procedural doesn't get you this. A designer with empathy does. Because you have to put your heart into something to move someone else's.
The DICE Awards have rumbled through, giving the cultural arbiters of America a chance to tell you what was good and what wasn't (Fallout 4 was good, for the record). Now it's the turn of the Brits, with The Witcher 3: Wild Hunt and Her Story leading the PC nominees at the BAFTA Games Awards.
They're up for seven awards each. The Witcher is gunning for Best Game, Artistic Achievement, Audio Achievement. Game Design, Performer (for Doug Cockle's Geralt, although for my money James Clyde's Bloody Baron deserves a look-in), Persistent Game and Story. Her Story is looking at British Game, Debut Game, Game Design, Game Innovation, Mobile and Handheld (okay, not PC, but bear with me), Original Property and Story.
Also in contention are stalwarts like Rocket League, Keep Talking and Nobody Explodes and PC Gamer's very own Game of the Year and Twitter-provoker 2015, Metal Gear Solid 5. The full list is colossal, so feel free to peruse it at your leisure. Everybody's Gone to the Rapture has the overall top spot at 10 nominations, but as that 's not technically a PC game yet, enough said.
The winners will be announced at a ceremony on April 7.
Envision this: An attractive young man is walking down the street, not really paying attention to where he's going, with The Witcher 3: Wild Hunt in his hands. Coming from the opposite direction, a similarly inattentive young woman carrying Fallout 4. Rounding a corner, they run headlong into one another! You got your Witcher in my Fallout! she exclaims. And in reply, he cries, You got your Fallout in my... wait, no, you're right. That's Witcher 3 in Fallout 4, for sure.
The Geralt's Prologue Gear mod adds the Witcher crossbow, Geralt's outfit, and the Witcher wolf mask to Fallout 4. The weapon and outfit are available in different models and colors, while the mask has selectable eye designs. And based on the teaser video, they look great—mainly because they're built on the original models and textures used in The Witcher 3. The mod maker, Renn, linked to an image of an email he received granting him permission to use the assets, something CD Projekt said it normally doesn't allow.
We can make an exception and allow you to use The Witcher assets in accordance with what is in your email below and within this scope. Please just make sure that you do not create any kind of impression that CD Projekt SA is your official partner, co-author of your derivative work, or that it assumes any responsibility for the result of your work, the studio wrote. It also asked that he ensure it's not used for anything racist, xenophobic, sexist, defamatory or otherwise offensive or illegal, and of course that it not be used for commercial purposes.
Solid move, guys. The Geralt's Prologue Gears mod for Fallout 4 is available from Nexus Mods.
Thanks, VG247.
Did you know that The Witcher 3 is moddable? As an upstanding PC gamer, you ought to—sweeping mods to accompany the official Enhanced Editions have given extra life to every game in the series. These range from the standout Witcher 2 Full Combat Rebalance to the unusual move of replacing every fight in The Witcher 3 with a game of Gwent. Yes, all of them.
CD Projekt Red, in association with ESL, has trawled the Nexus modding community to name its top Witcher 3 mods and compiled them into this rather handy video, including a mix of quality of life improvements and the considerably more odd. And if that leaves you hungering for more ways to make Geralt's adventures stranger, we've got a healthy list of our own.
The Writers Guild of America has announced that Assassin's Creed Syndicate, Pillars of Eternity, Rise of the Tomb Raider, and The Witcher 3: Wild Hunt, are all in the running for the Outstanding Achievement in Videogame Writing award for 2015. In total, more than 40 writers worked on those projects, which should make for a lot of anxious faces on the big night.
The nominations in full:
The nominations are limited to games released between December 1, 2014 and November 30, 2015, and must feature on-screen writing credits by writers who were members, or who had applied to become members, of the WGA when the scripts were submitted. And scripts must be submitted by their studios for consideration, which is one of the reasons that seemingly-obvious choices are sometimes overlooked; as WGA Videogame Writers Caucus Chairman Micah Ian Wright explained in a 2011 comment on GamesIndustry, BioWare and Take-Two refused to submit scripts for Mass Effect 2, Dragon Age: Origins, or Red Dead Redemption, which is why none of them were in the running for that year's award. (Assassin's Creed: Brotherhood ultimately won.)
It's interesting to note, as GamesIndustry did in a more recent post, that nominations for the Writers' Guild of Great Britain's award for Best Writing in a Videogame reflects a very different approach to the subject. Three games, with a total of eight writers, are up for that award: Everybody s Gone to the Rapture (Dan Pinchbeck), Her Story (Sam Barlow), and Sunless Sea (Alexis Kennedy, Richard Cobbett, Amal El-Mohtar, Chris Gardiner, Meg Jayanth and Emily Short).
The WGA's award for Outstanding Achivevement in Vidoegame Writing will be given out on February 13.
Just as I was asserting that the thoroughness of CD Projekt Red's patching does away with the need for an Enhanced Edition, the Witcher 3 devs have gone and dropped another one on us: patch 1.12 is out now.
It mainly squashes bugs introduced with the Hearts of Stone expansion, but unlike another game I could name, the Witcher 3 as a whole is still enjoying fixes and interface improvements. I've selected some important changes along with personal favourites for your perusal, but the full changelog is right here.
Don't believe everything that's leaked by prescient French retailers. Though Amazon France has a good record for revealing release dates, French supermarket E.Leclerc seems to have missed the mark with its posting for a Witcher 3: Wild Hunt Enhanced Edition dated February 5, as spotted by NeoGAF user Renae. Further research by Coreda using the listing's EAN barcode uncovered a Belgian site with the same entry. According to CD Projekt's Pawel Bruza, however, it's collective madness.
"There's no Enhanced Edition of The Witcher 3: Wild Hunt that we are aware of," Burza said on the CD Projekt forums, "this is some kind of error that we will look into."
It could be a brazen cover-up of course, but that doesn't make sense to me. For one thing, we're still due Wild Hunt's biggest expansion, Blood and Wine—why release a second version before the first is complete? For another, CDPR have been enhancing their hearts out in patches which brought the same sort of interface and balance changes boasted by the Enhanced Editions of The Witcher 1 and 2.
Burza doesn't deny the possibility of an Enhanced Edition in future, but I'd expect it to take the form of a complete 'game of the year'-type deal.
The Witcher 3: Wild Hunt is all about the White Wolf, Geralt of Rivia. But what if you want to undertake his down-and-dirty adventures as someone else—specifically, as a woman? Now you can, to an extent, thanks to a mod that lets you replace the G-Man with Triss, Yennifer, Ciri, or Shani.
It's not a perfect transition, or even complete: The mod doesn't work with the Nilfgaardian, Temerian, or Skelligian DLC armor sets, and it uses Geralt's animations in combat. More distractingly, your character will also continue to speak in Geralt's voice despite the change in appearance, which might pull you out of the moment a bit.
Even so, it's an impressive bit of work, as is the Spawn Companion mod, which enables you to bring Lambert, Eskel, Ves, Cirilla, or Kiyan along with you on your journeys. The latest changelog notes that its compatibility with other mods has been improved but is still not guaranteed, although as you can see in the video above, courtesy of Br34k, it works quite nicely with the Playable Triss mod. I haven't tried it myself, but Reddit says the companions can be helpful in combat. And hey, at least you'll have someone to talk to besides Roach, right?
A few other cool mods to lay your eyes on, in case you missed them: Better textures, Gwent fights, and the Infected Mode, which you should probably handle with extreme caution.
Thanks, Polygon.
The Witcher 3 is hardly lacking for detail, but textures could always be sharper—rocks rockier, tiles shinier, chests woodwormier. Rocks, spruces, wood crates, sacks, ceramic rooftops and checkered floors are all improved by The Witcher 3 HD Reworked project, now updated to version 2.0 and available to download from The Witcher 3 Nexus.
Mod author Halk Hogan PL plans to return to the mod to rework more textures, but is torn between Fallout 4 and The Witcher 3. If you recognise the name, Halk did some great HD texture packs for Skyrim. Check out these lovely mushrooms.
Halk reckons the HD pack won't slow down the game too much, though in my experience HD texture packs can affect performance a bit. Sadly I can't try it out as I'm away from a gaming PC, and the rest of the PCG clan has succumbed to a mince-pie-and-meat coma. If you've received The Witcher 3 as a gift or want to spruce it up for a languid post-Xmas adventuring session, this could help, as might the many other Witcher 3 mods we've tried out since launch.
Thanks Blues News.