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Quantum Break - Live-Action-Trailer

Gestault

Member
Re: the idea of the filmed scenes being extra expensive, I'd actually assume that live-action ends up being more cost effective than high-end real-time/pre-rendered story scenes are these days. The talent/equipment is less specialized, and you're already paying for the actor's time with the way performance capture is treated.
 
Re: the idea of the filmed scenes being extra expensive, I'd actually assume that live-action ends up being more cost effective than high-end real-time/pre-rendered story scenes are these days. The talent/equipment is less specialized, and you're already paying for the actor's time with the way performance capture is treated.

That's a very good point.

People seemingly have automatic assumptions that our game is super expensive due to live action and actors. We didnt need the actors for months at all, so we needed them for a lot less time than movies or tv series. Not as expensive as you'd think and even at it's height Remedy was only 130 people working on QB (that's everybody including HR etc :)), which isn't that much. We are pretty frugal in Finland and at Remedy. Sure, our game has a big budget, but far from the other AAA out there.

Actually animating, lighting, planning, rigging, etc etc 20 minute cut-scenes would in many ways have been more complicated and in some ways expensive. We dont have access to tons of awesome animators in Finland or in Scandinavia in general (there is no animation industry here, so there's very little animation being taught in schools). Things like this already shape your game and make us take decisions on what we can focus on in our games and what not. As always.
 

Theorry

Member
That's a very good point.

People seemingly have automatic assumptions that our game is super expensive due to live action and actors. We didnt need the actors for months at all, so we needed them for a lot less time than movies or tv series. Not as expensive as you'd think and even at it's height Remedy was only 130 people working on QB (that's everybody including HR etc :)), which isn't that much. We are pretty frugal in Finland and at Remedy. Sure, our game has a big budget, but far from the other AAA out there.

Actually animating, lighting, planning, rigging, etc etc 20 minute cut-scenes would in many ways have been more complicated and in some ways expensive. We dont have access to tons of awesome animators in Finland or in Scandinavia in general (there is no animation industry here, so there's very little animation being taught in schools). Things like this already shape your game and make us take decisions on what we can focus on in our games and what not. As always.

Thanks for the insight. :)
 

10k

Banned
My wallet
My wallet
My wallet is crying
We don't give a fuck
Let the motherfucker swipe
Swipe
Swipe that credit card
 

Spaghetti

Member
Re: the idea of the filmed scenes being extra expensive, I'd actually assume that live-action ends up being more cost effective than high-end real-time/pre-rendered story scenes are these days. The talent/equipment is less specialized, and you're already paying for the actor's time with the way performance capture is treated.
No. A thousand times, no. Coordinating and filming live action is very time and cost intensive.

Although that might explain why the live action segments of Quantum Break look pretty cheap.
 

Composer

Member
I really loved the in-game show, especially Ep. 2 and 3. I thought the cast, and story were great. Production wise, its way better than any 'fan' made show and slightly below the level of shows like Fringe. TBH, I enjoyed it more than The Fringe and alike.
 
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