*Only going to translate interesting points*
Makoto shimizu (motion designer) : My work is to create the combat animations for Noctis. We start with motion capture, well we go downstairs and we make the movements by themselves or by other people.
- When needed, we make ajustments with a program named Anime Graph
- Reporter (1:20) : Here is the final result after ajustments and accelerated movements and yes, its the designer by himself that makes Noctis movements with a few exxceptions.
- MS : All characters didnt take the same time to be animated. For those who were agile of with exceptional physical abilities, they've recruit professionals.
- The more the movement is dynamic and impressive, the more it takes time and it was them which took the most time to create
Kazuta Kurosaka (Animation Specialist) : We've use a technique named Performance Capture which is more develop than the motion capture
- It allows to recreate the way an actor moves, walk and speaks in the game
- We have to make sure that the team understands the caracters personnality and how they have to react
Reporter (3:12) : They have to manage the way that the caracters interacts with other entities, that what we call Collision System.
- We can see that with the wind (3:17) that has an impact on grass, event (didnt understood that) and trees.
- (3:25) Even the food had a special attention. A good part of the team has a passion for gastronomy. Food is really detailed and they are animated to salivate gamers. The team is proud of that.
Fabien Gravot (French guy working at SE for 10 years now, creator of the Navigation System) (4:19):
- I'm working on a navigation system. This systems allows to decide where to go for Noctis' buddies or ennemies.
- (4:41) We see a combat area. In green is the zones where AI (not sure what he said but I think he meant AI) can move. The arrows indicate possible jumps which is majorly done for Noctis' buddies.
- (5:02) The red zones indicates where we can't travel with 2 people. They are actually risky zones where Noctis may be completly blocked.
Reporter : So they are forbidden?
FG (5:17): Well.... we forbid... we signal them ahaha. When they doesn't cause too much issues we let them
Masanorie Sato (Driving system specialist) (5:47) : Since de begening of the conception of FFXV, we've imagine a city system where the cities were distant and connected by roads interest points (don't know how to proprely translate this) such as gas station.
- With a design like this, we realize that traval time may be long so we thought that it was important to improve driving sensations by automating a lot of things.
- The gamer can control the acceleration and the brake in a classical way but most of the time, when you move out of a city or a parking, accelerate allows to follow automatically the road.
- (6:31) I don't think that we see that in a lot of games but we can center the camera on the characters
- But in the end, the gamer isn't forced to follow the rails and can move the car if he wishes. We can do swervings and even move out of the road (well... not that much lol)
Reporter : (7:12) To work on bestiary, 3D artists take figurines to got inspired for every minor details
- (7:44) (He introduce the camera work that I already translate)