Jailbreak

Vignette - Revenant (2024)

dialog timing, body/head animation selection & implementation, game object creation & implementation

Narrative Performance Considerations: This vignette is largely made up of library animations (preexisting animations that match a character's generic idle, and that only contain one short gesture or pose before returning to that idle) with a small amount of bespoke mocap (Eramis' exit at the end). I layered the library animations on top of each other and combined them with a variety of additive head motions in order to make the performance feel natural.

Technical Considerations: Due to limitations caused by this vignette's quest advancement, I had to come up with a new method for spawning the characters to keep the players from seeing them pop-in. This vignette took place in a social space, which would usually mean that I would check the player's quest state when they first spawn into the space, and then spawn the vignette characters accordingly. This was not possible with this vignette (since they reached the correct quest step after spawn in), which meant I had to find a creative solution to prevent pop-in by splitting the character spawn behavior from the actual vignette activation, allowing each part to be triggered by separate quest steps.

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"Cave" Vignette - The Final Shape (2024)

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"Losses" Vignette - The Final Shape (2024)