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Narrative-Driven Camera Control for Cinematic Replay of Computer Games

Presented at Playa Vista, CA, November 6-8, 2014
PublisherNew York, NY : ACM
Publication date2014
Abstract

This paper presents a system that generates cinematic replays for dialogue-based 3D video games. The system exploits the narrative and geometric information present in these games and automatically computes camera framings and edits to build a coherent cinematic replay of the gaming session. We propose a novel importance-driven approach to cinematic replay. Rather than relying on actions performed by characters to drive the cinematography (as in idiom-based approaches), we rely on the importance of characters in the narrative. We first devise a mechanism to compute the varying importance of the characters. We then map importances of characters with different camera specifications, and propose a novel technique that (i) automatically computes camera positions satisfying given specifications, and (ii) provides smooth camera motions when transitioning between different specifications. We demonstrate the features of our system by implementing three camera behaviors (one for master shots, one for shots on the player character, and one for reverse shots). We present results obtained by interfacing our system with a full-fledged serious game (Nothing for Dinner) containing several hours of 3D animated content.

Citation (ISO format)
GALVANE, Quentin et al. Narrative-Driven Camera Control for Cinematic Replay of Computer Games. In: Proceedings of the Seventh International Conference on Motion in Games. Playa Vista, CA. New York, NY : ACM, 2014. doi: 10.1145/2668064.2668104
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Proceedings chapter (Published version)
accessLevelPublic
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ISBN978-1-4503-2623-0
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