13/02/2016 Click - Short Edition


13/02/2016

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You're up to date with the headlines.

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It's digital art, but art that seems to follow you around the room.

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A collection of exhibits at London's Whitechapel Gallery that date from

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1966 right up until the present day.

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Everything here has some sort of relationship with technology,

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from CCTV chandeliers to karaoke performed with lyrics taken

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# Though this medium has been greatly abused

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# I choose to reach you through it. #

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Moving swiftly on, this exhibition goes by the name

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That term was coined all the way back in 1974

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by the father of video art, Nam June Paik, from South Korea,

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who was really excited about the potential

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This is one of his pieces from 20 years later, from 1994.

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Go further back in time and you get to this,

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the history of moving images, which is all blips and blogs

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until you move a bit further away from the screen.

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Videogames feature too and it's weird watching games in this

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gallery setting, as you do start to appreciate the artistry that goes

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into their creation when viewed in this context.

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Look at me, I'll be hosting an art programme next!

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The games in this work are some of the most expansive in history

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and indeed also some of the most expensive in history to develop,

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But there's one videogame on the horizon

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which promises to dwarf everything and it's been funded by the fans.

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We entered the universe of Star Citizen.

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It blew away its initial crowdfunding goals,

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making videogame Star Citizen the most successful

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It's an ambitious game for PC, featuring a gigantic explorable

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universe, with tons of spaceships to pilot

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All online and massively multiplayer.

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It's the brainchild of Chris Roberts.

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In the 1990s he created the successful Wing Commander

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Star Citizen is going to be an absolutely massive game.

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So big, in fact, that the company behind it, Cloud Imperium, have got

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four different studios in three different countries.

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This is the Los Angeles studio, currently being made ready

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for all of the developers and designers to move in here.

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There are a lot of different activities going on in the studio.

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but ships can be purchased with real world money

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and played with in limited, pre-release tasters of tiny

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It's been a difficult campaign, but we're winning this thing.

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As well as in the US, developers Cloud Imperium have studios in

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Just outside Manchester is where I caught up with Chris Roberts.

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He first announced the game back in 2012.

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It was supposed to be released two years later.

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It's still in development now, which means Star Citizen is late.

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One of the oxymorons of crowdfunding is that

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you're asking for money to make this game.

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You don't know how much you will get.

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Unless you want to pocket the rest of the money,

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I want to make the best game possible,

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so if you give me $100 million I'll give you a $100 million game.

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If you give me $10 million, I'm making you a $10 million game.

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Of course there are big scales between those things, but you don't

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know upfront that you will get $100 million.

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But the time it is taking to recognise the grand vision of this

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If you are in the game business, games get cancelled all the time,

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By the time you hear about the game it's probably been in development

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for three years and already had a bunch of delays.

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But that, I guarantee you, isn't the first time we got

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pushed back, you just didn't know about it.

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So there's a whole bunch of stuff that I know, from when I was an EA

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or working with Microsoft making games,

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where loads of games got cancelled, loads got pushed back.

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Things always took much longer than they thought,

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but the general public isn't aware of that.

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I think maybe on the crowdfunding side we can all do a better job.

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If I was crowd funding again I would, like, spell this out more.

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While the team in America continue to work on Star Citizen's persistent

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universe, in the UK they work on the single player story driven

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element of the game, called Squadron 42.

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Roberts has assembled a starry cast, including Mark Hamill,

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We shot last year at Ealing Studios in London.

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We shot for about three and a half months and did this

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which was the longest shoot I've done for any movie.

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The next year? The year after that?

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We are starting to layer on additional game features and

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We'll flesh out the star system and then towards the end of the year

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we will open it up so you can visit some other star systems and that's

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And, in parallel, we are working on Squadron 42.

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We we're aiming to have that done by the end of this year.

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Back to talk of gaming and in the heart of picturesque

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Amsterdam, it is not just about beautiful canals, museums,

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a lot of bikes, and a vibrant nightlife but also a hotel that is

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It is a work in progress and not one for those lusting

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after a spa but when all levels are complete, every room here should

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With devices old and new and a library loaded with games to

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choose from, this is hoped to become a destination

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It is still early days for this project but it is clearly

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But this doesn't mean game over for sightseeing,

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it is just a little something extra to take or leave as you desire.

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Just before Christmas there was an awakening in the force.

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Well, obviously a whole lot of us did because Star Wars: The Force

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Awakens has earned almost ?1.4 billion in the worldwide box office.

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The film has earned praise from diehard fans

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for its combination of practical and computer-generated effects

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and it has even been nominated for a visual effects Oscar.

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Over 400 shots for the film were put together here

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in the new London office of Industrial Light and Magic.

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A large portion of time was spent working on this

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character, a bar owner, played by Oscar winner Lupita Nyong'o.

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And I was lucky enough to peek behind the curtain and get

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an exclusive break down of one of the film's most complex scenes.

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This is the entrance into the castle.

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It is a technically tricky shot because it is joining three

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We go into the studio set further inside the bar and we have to join

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As she turns around, you can see that her face is covered in dots

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and it looks like every possible muscle they could have tracked.

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They are evenly distributed across her face.

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We will take those markers and track those, and work out where

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they are so we will be able to rebuild a 3-D representation

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Then we can analyse that and work out what expression she was making.

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Then transfer that into the CGI person.

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So the cap gives us a block version of the actor's performance, but the

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animation layer on top really brings the character to life

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and captures all the subtleties of the performance.

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Simple things like how much of the whites of the eyes you can see.

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Things like that that helps to transmit the performance.

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And the genius about this kind of motion capture is she can be

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on set with other actors, so there is a proper interaction.

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Yes, it's super important that whoever

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is performing is onset, not just for the performer who we are taking

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data from but also for the other actors, so they can see the person

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Give us an idea of how long a scene like this would

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It was one of the first shots sent over to us and it was pretty much

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Because of the complexity of the camera moves but also it had to

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In terms of rendering, we will do it in different passes

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You have the castle and the flags, we will split all of that up to keep

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At the end of the day, it was something we got going

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To render a file, we'd process it overnight and we

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We wish the team all the best of luck at the Oscars at the end

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That's it for the short version. Don't forget to follow us online.

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Thanks for watching AMCU scene. -- and see you soon.

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