Frostpunk · published
Hello Citizens, We are coming back to you with another episode of "Revisiting New London" this time with Marta Czarnecka, who will show you a little bit more of animation and visual effects in the upcoming Frostpunk 1886, including a closer camera view.
Let's have a walk in New London again:
Let's start with Marta's introduction:
"Hello everyone! My name is Marta, Senior 3D Animator, and I am thrilled to share some of my work with you today. I have always worked as an animator. I moved from film to games because I felt there was a whole new world to discover and a lot of life in the industry - and that proved to be true. Before joining Frostpunk 1886, I worked mainly on Frostpunk 2, so many aspects were already familiar to me. At the same time, there were new paths to explore!"
We think this is a perfect moment, Marta, to tease a brand new feature in Frostpunk 1886 - one that will allow players to experience the city from a closer perspective than ever before.
"Yes! Characters in Frostpunk 1886 will be seen from a closer view than in FP1, which is why we also decided to enrich the animation - both in terms of detail, expression, and authenticity. There are areas we want to focus on. One of them is social interaction: we want players to notice relationships between people, the connections they share, and the struggles they go through together. Especially in moments of crisis, people unite or search for support. Another area is occupations and physical and mental states. We want players to have a richer experience in this regard."
There is no New London without New Londoners, right? The dev team knows how important it is for players to build personal connections with the people under their command.
"That's why citizens will no longer be tiny, barely visible dots. We're moving toward a more grounded, realistic experience. Motion capture lets us offer a more intimate view of human life in the frozen land. From my point of view, the majority of our emotions are connected to other beings - how we perceive them, interact with them, identify with them. You'll see individuals fighting to survive, each with their own worries and circumstances. Your actions directly affect people. Families may be separated. People may lose their loved ones. We want players to notice Citizens' relationships, feel their mood, see their losses - the full spectrum of life in struggle."
To achieve this, the team turned to motion capture. Here is a little more about the process:
"We start with visual references - a pose or movement to express. Then we record motion data from actors and apply it to in-game character skeletons. Animators clean the data and adjust it to match the required poses. Sometimes the recorded movement isn't sufficient, so we add hand-crafted animation on top, or mix different parts of the recorded data to create a montage. The scenes we show often consist of several short clips, which we test in the engine. The engine code defines character positioning, movement direction, and transitions. We also implement logic that determines which animations can be played by which characters and under what circumstances."