Kameo: Elements of Power - Animating Cinematics
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2002 to 2005 - Microsoft XBox 360 action/adventure game
Working for Rare in England - Position: Lead Animator
Over the three years I worked on Kameo I did a huge number of
cutscenes along with my other responsibilities. Many of them
changed dramatically as the game developed to fit the changing
story and gameplay. The best of the cinematics (that I was
predominantly responsible for) are below. There were others I
worked on but I've stuck to the ones that are more my work than
others for this page. There is also a selection of my
animatics at the bottom of the page for
sequences that might not have made it into production (or were
largely worked on by other animators). For examples of lighting
and rendering have a look at the
Stills Gallery. I did a lot of editing
for trailers over the years too so check out those at the
Trailers page. You can read an interview
with me about Kameo
here and
here on the official
Kameo
website. There are also interviews with a number of the
other Kameo team members.
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Cloud Flying Intro
Funnily enough this sequence was originally conceived for the
purposes of a trailer. Nick and I (our concept artist and a past
animator) both felt strongly that it was time we did an advert
that eluded to the story of the game rather than just quick cuts
of the gameplay. So after a meeting about what we wanted, I
designed this idea of seeing mini pivotal scenes from throughout
the story glimced briefly in the clouds before the camera sweeps
down to the castle below to start showing off the characters in
action. It was enormously effective and you can see that trailer
here. Obviously it
was also my intension to use this in the game and it was logical
that it would go at the start, which it did at first. Strangely
it was pulled away from the start at one point and used in a
crystal ball scene for a while until everyone came to their
senses and realised it would work much better as our intro. At
which point it had to go through a major update to make it as
impressive as it could be. We added the Kameo jumping off the
bridge idea to put the player straight in the action, and since
Chilla didn't have an evolve scene of his own it made sense that
this would be the first character you'd see her change into. It
became one of the more spectacular transformations and I loved
the idea that her the entire action would lead you seamlessly
into the gameplay. So the very next thing that happens is Chilla
sliding down the icy wall of the castle under the player's
control.
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Thorn Beats Kameo
There were plenty of animatics created that dug into the story
elements of the game with characters that actually needed to
have performances, but this was probably the first one that I
made with full animation. Previous to this all the FMV work had
been cheated comic book style (semi-animated) scenes or the
evolve scenes that were more spectacle than performance.
You can see a few of the storyboard panels for this scene at
Kameo.com and below here is an early animatic that
outlines a longer sequence that was unfortunately cut back in
order to have it ready for a games show. 
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Evolve Pummel Weed
All the Evolve scenes were very complex pieces that required a
lot of R&D, but they presented fantastic opportunities to do
something imaginative. The only rules were that it had to start
with the baby monster and it had to transform into the adult
monster, ideally through a method that reflected their elemental
theme. I've included an earlier version of this Evolve cinematic
developed for the original Xbox. I later decided to upgrade all
the FMVs to HD resolution at the same time as changing the
characters to match their new Xbox 360 designs.
You can see a few of the storyboard panels for the end of this
scene at
Kameo.com. Below here is the original animatic for the
scene. 
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Evolve Cloud Monster
This was one of the more imaginative characters in the game.
Unfortunately after this cut-scene was finished the character proved too
hard technically to implement in the game and we were beginning to
realise we didn't need so many characters so he got the chop. But this
scene was made available to view as an unlockable extra (along with the
animatic below) and featured in some of the early trailers for the game. 
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Evolve Rubble
This was a scene that was initially worked on my my friend Neil, but
when we decided to revamp all the cut-scenes for the Xbox 360 Neil had
moved onto another team. So I polished up the first half without
changing too much and started the second half again from scratch. The
original version was done at a time when we were taking a lot of
shortcuts as part of the style of the scenes, but we'd taken all the
other scenes a lot further and it was time to do something equally
impressive for this.
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Evolve 40 Below
I originally created the Snowman Evolve scene with a more snowball
like theme but as the character designs all changed this scene had to be
updated as well. All the characters were generally made to look more
detailed and aggressive, mostly through the addition of bumpy surfaces
and spikes. In this particular case I actually preferred the original
'Snowman' design and I think he lost his snowball qualities in the
update. So you can see both the final and the original versions here,
along with the animatic I originally storyboarded below.

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Evolve Flex
Like all the evolve scenes Flex was a unique problem. He had to look
like water and be completely malleable. So this required looking into
water and water shaders, and some hand painted frames to blend between
elements. There was another water themed scene, but I've not included it
here because I only did a polish job on the effects and final look of it
and the animation was done by Neil. Both scenes turned out pretty well
though and I was lucky that they didn't change too much when the rest of
the characters were being updated (spikes wouldn't have looked good on
water!). Here's the animatic for the Flex scene.

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End of Game
The magnum-opus of the entire game. This huge sequence had to top
everything you'd seen, push the capabilities of Kameo beyond what you'd
previously experienced, draw together numerous story threads, introduce
a twist in the plot and give the player a satisfactory ending. It was
developed towards the end of the game's development so was under
pressure to be completed fast and there were other less important scenes
that suffered in order to make it all that it could be, but it was worth
it. My biggest regret though was that the musical score didn't live up
to the same standards and robs the visuals of their intended impact
during some scenes. Unfortunately everyone was under pressure and the
inter-team communication was suffering at this point. In many ways I
wish we'd have used the temp track as it matched the grandeur much
better and would have given the musician more time to work on other
parts of the game. You can see the sequence in mid-development below
with a mixture of pre-visualisation, unfinished animation and
storyboards.

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Attract Mode Group Shot
This group shot plays under the Title/Start screen and shows off
all the characters the player can play. It went through many
iterations over the years, touched by many animators and
artists. Ultimately the changing character designs dictated that
it was destined to be continually updated. But as we developed
the look of the cinematics and pushed our technical skills it
became clear to me that we should really push the boat out to
make this impressive in line with the best of the rest of the
cinematics. It was going to be far to visible for anything less.
So this became a grand attempt to do something visually
impressive using many of the techniques I'd developed in the
other cut-scenes. It was also one of the very last things to be
worked on right up to the last deadline for the end of the game
so it still contains a few flaws, but nothing too obvious.
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Warp Kalus
One of the deleted scenes. This was part of an idea that you (the
player) might be intercepted as you transported across the kingdom, to
engage in battle with one of the game's principle baddies, Kalus. It
would have added another layer of gameplay while giving the character
more to do, as it was Kalus only really appeared in cinematics and the
player never gets to interact with her much until the final showdown.
Eventually time restrictions meant that this idea was dropped after the
cut-scene was already done.
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Theena Gives Kameo the Ortho Book
This deleted sequence started life like most of the others as an
animatic. But at this stage storyboards and animatics were fairly new to
the team and they liked them so much they thought we didn't really need
to do any animation. This wasn't initially a popular decision with the
animators but at least it gave me some time to experiment with visual
techniques that could be applied to 'excuse' the story book style of
visuals. But once the first evolve scenes started to be done in full
animation it was clear that it all should be. Some people thought it
would save us time and money to make all the cut-scenes in this
glorified storyboard form, but in reality you still had to pose, light
and render the scenes so it wasn't saving much time. Adding the
animation just brought an appropriate amount of polish without taking
significantly longer. Never the less this sequence sat in the game for a
while during development and it was earmarked for an update along with
the rest of them. But what most people didn't realise was that an update
for this scene would have been like starting from scratch and wouldn't
have been an update at all. It wasn't a very interesting scene anyway
and I convinced the director to drop it in favour of spending more time
on other scenes.
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Cloth and Hair
Not actually a scene itself, this video just shows you some of the
cloth and hair solutions we developed to make some of the characters
more convincing. All of the characters used joints to control their hair
and clothes, but in order to make them flow naturally I looked into
using Maya cloth with buttons mounted on it that drove the joints. This
worked very well in most places. The result was baked to the joints and
any glitches were fixed by hand. Amazingly the programmers managed to
create something similar in game... in real time.
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Along with the many animatics above there were loads of sequences that I
storyboarded that didn't get made, but they were included as a special
feature that players can unlock in the game. This is a small selection
of them.
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Cailem Leads Trolls |
An early scene designed to build on the, Cailem, character |
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History Introduction |
Another version of how the game would start |
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Evolve Thermite |
This one was animated largely by my friend Neil |
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Evolve Tree Monster |
This character was never implemented in the game |
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Evolve Whirly Bird |
This character was never implemented in the game |
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The official Kameo
website
Kameo: Elements of Power is the Copyright ©
of the Microsoft Corporation 2005
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