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Changing the face of videogames with Image Metrics photo

Say what you will about contemporary game design. With all the technological advancements made in the last few years, gamers have been able to play games that offer something closer to a real-life experience in terms of graphics and gameplay. Unfortunately, those hyper-realistic experiences, while offering something that truly resonates with gamers, have a habit of falling apart when creating the human face.

Call it the “Uncanny Valley,” that bizarre occurrence when developers create realistic-looking games with realistic characters that have something “off” about them. It could be the way that the eyes are dead and heavy, or how the skin looks like tight plastic stretched over a skull, but whatever it is, something is wrong about how that person manifests in the game. And it's not just videogames, it is all forms of entertainment that rely on realistic facial animations. Anyone who has seen The Polar Express, well, they've seen deep into the pit of the Uncanny Valley, and it ain't pretty.

After all, the human face is integral to interpersonal communication. Without the face, much of what is communicated, whether intentional or not, is lost. A subtle droop of the mouth, a minuscule lift of the ears, Tyra Banks' infamous “smile with the eyes,” each is a way to convey a message. Deep in the heart of the Uncanny Valley, such communication is lost. For humans comforted by the familiar, to enter the world of the Uncanny is to look at someone who looks like a person and sounds like a person, but whose human representations look alien.

So what can be done? Well, I was lucky enough to talk with the Executive Vice President of Image Metrics, Brian Waddle. What does Image Metrics have to do with videogames? Well, it is this company that is trying to literally change the face of animation. Their job, whether it is a film or a videogame, is to create the most accurate facial animations possible. Seen in games like Assassin's Creed II, GTA IV, and the upcoming God of War III, they are a well-respected company known for offering a variety of options for dev studios to use. Follow the jump to peek at our discussion.

Part of what makes Image Metrics so influential is their software. With teams of people specially trained in using their exclusive facial recording rigs, they have the opportunity to almost triple the amount of people behind the animation side of a game. Waddle says, “The way to look at it is if you have five animators, and if you need to do facial animation, by using Image Metrics, you now have 15, because you are going to optimize the resources you can use with us.”

Even better, the rigging that Image Metrics uses, as opposed to motion capture, functions without the markers typically used. This means a lot, as eye motion and even teeth and tongue movements can be captured. Waddle promised that they hope to take their offerings to a better level of quality, as well as offer different pricing options. “We are doing some experimentation on taking it to another level.”

Currently, all of these offerings come with a price. A cost-benefit analysis for a dev team must make a choice in how they take their information. Studios receive the basic code from Image Metrics, while some companies choose to let Image Metrics trim the basic recording, and prep it for the game. Ultimately, it's an issue of cost and benefit, as well as the type of results that a studio would want.



When making a product to cross the Uncanny Valley, Waddle's attitude is that designers either need to go all the way or not try to cross it all. He used the recent film The Christmas Carol as an example. While it's an impressive CG film, the attempt to create something that is realistic came across as mildly creepy. “They should have not tried to cross it, or crossed it,” Waddle says.

One of the biggest hurdles in creating really accurate facial animations is to have  hardware that takes advantage of what Image Metrics can perform. After all, when you see a game that uses entirely in-game software to create the visual elements, such as Assassin's Creed II, the graphics are only going to be as good as the hardware will allow. Unfortunately, this means that we have actually hit the limit of what the PlayStation 3 and the Xbox 360 can do. Waddle says, “What I need to get across an Uncanny Valley, or start to cross an Uncanny Valley, is I need better hardware and better awareness on how to do facial rigging.”

Specifically about Microsoft, he had some interesting words. He questioned how willing Microsoft was to stay in the console race, saying, “I think Microsoft is trying to figure out if they are going to stick with a console or completely kill a console.” With the advent of Project Natal, and no new console anytime soon, the Xbox 360 might be crippled with weak graphical power for a long time. The PS3, while not radically different, was looked upon more favorably by Waddle. When asked for specifics on how much more the PS3 can offer, Waddle only said, “Wait till you see God of War III. It's going to be noticeable.”



The Uncanny Valley is an area that needs the most improvement in high-quality, emotionally attachable videogames. Waddle, while proud of the work that his company has done in games like GTA IV and NBA 2K10, has plenty of issues he hopes the games industry will address. He says that studios need to understand outsourcing strengths to overcome a studio's weakness. “The industry has continued to use mo-cap and sub-par facial rigging, and they will continue to get sub-par results.” Image Metrics is aiming to educate studios. “We want to get rid of the Botox faces.”

In the end, it looks like Image Metrics is a company with some really interesting technology. Perhaps, like all things in this industry, it is the future that will offer the neatest results, especially with the Uncanny Valley. “We're talking about crossing that pretty darn fast and pretty inexpensively,” says Waddle. If they can continue to improve how faces animate in a game, and truly bring about some neat technology for videogames, maybe within a few years we'll have something that really offers an equivalent to a solid realistic human being. It's good to know that there are people who are working toward the actual tech behind it.

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23 comments | showing # 1 to 23
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Magesx's Avatar - Comment posted on 11/27/2009 20:24
Magesx
:O
N0R3M0RS3's Avatar - Comment posted on 11/27/2009 20:27
N0R3M0RS3
Holy balls. Even game-Shaq is cross eyed as hell.
bluexy's Avatar - Comment posted on 11/27/2009 20:27
bluexy
Judging from that picture of Ron Artest's malformed dome these boys got some work to do, but it is an awesome thing to work on. They're doing great stuff and it can only get better.
Jesse Cortez's Avatar - Comment posted on 11/27/2009 20:34
Jesse Cortez
SMIZE!
Elsa's Avatar - Comment posted on 11/27/2009 20:38
Elsa
I think that outsourcing is gradually going to become the norm in the video game industry... much like the movie industry. The movie industry often outsources special effects, lighting, casting, catering... lots of stuff. For the video game industry there are many aspects that can be outsourced to specialists... including lighting, costume design, character design, backgrounds, sound design, music... and yes, facial animations.

I don't doubt that we'll see more specialist companies spring up in various fields that work for developers providing outsources services.
Adonai's Avatar - Comment posted on 11/27/2009 20:40
Adonai
Very true...the only animation where the face looks expressive is when it's cartoony, like anything Double Fine's done or films like Coraline. "Realistic" games (or animated films) are great with getting the lip syncing together (finally) but they often forget to make the rest of the face too...
Xzyliac's Avatar - Comment posted on 11/27/2009 20:43
Xzyliac
I still think Mass Effect has done the best I've seen so far. I really like the lighting and all and the animations were stiff but not unbelievable. Now if they could fix those awkward body movements as they speak.

I'm really hoping Heavy Rain pulls the facial animations off since they like to talk up Uncanny Valley so much.

GTA IV was damn good too.
Nick Chester's Avatar - Comment posted on 11/27/2009 21:10
Nick Chester
I can't believe no one has mention Uncharted 2. Naught Dog's work was incredible. Enough so that everything I've seen since playing it has looked silly.
gamadaya's Avatar - Comment posted on 11/27/2009 21:45
gamadaya
PS3>360 confirmed.
N0R3M0RS3's Avatar - Comment posted on 11/27/2009 22:22
N0R3M0RS3
@gamadaya:

PC>any console, CONFIRMED. :D
Samit Sarkar's Avatar - Comment posted on 11/27/2009 22:33
Samit Sarkar
@Nick: You're such a PS3 fanboy.
schmix's Avatar - Comment posted on 11/27/2009 23:33
schmix
@Nick: Exactly. UC2 was the first that came to my mind when I read the article. AC2 had the worst facial expression I saw in recent games, dunno how they could be proud of that crap. But realistic eyes are still a problem, even in UC2. Chloe is the hottest game chick so far, but her eyes...creepy.

@Samit Sarkar: And you have not played Uncharted because you do not own a PS3.
N0R3M0RS3's Avatar - Comment posted on 11/27/2009 23:53
N0R3M0RS3
UC2's animations/"people" were alright. Crysis did it better though.
Projectexodus's Avatar - Comment posted on 11/28/2009 00:31
Projectexodus
I agree with Uncharted 2 having the best animations in recent times. But the visuals in that game was so good, that I still didnt feel that the animations complemented it well enough. I think Wardrox made an article about it on Negativegamer.com.

Hell, it's not just the animations. When I was on top of the hotel in the city level and gazed upon the vista of the city, I noticed the clouds werent moving.
Projectexodus's Avatar - Comment posted on 11/28/2009 00:34
Projectexodus
Bah, hit publish too soon... Anyway, I was just going to say that it was the first time I ever complained about clouds not moving in a videogame. By the way, even last gen games like Twilight Princess and Wind Waker has moving clouds. But then again, Zelda games has always been known for its hyper-polish.
PwnanObrien's Avatar - Comment posted on 11/28/2009 00:49
PwnanObrien
Wanna see how realistic this software can get?

[url]http://www.youtube.com/watch?v=bLiX5d3rC6o[/ur]

YOU CAN'T UN-SEE IT.
Xzyliac's Avatar - Comment posted on 11/28/2009 01:21
Xzyliac
@Nick
Didn't play it. Didn't even watch a video of it. Sorry.

However I dunno if it's related to these guys or not but Naughty Dog's facial animations have been spectacular since Jak and Daxter.
Jon B's Avatar - Comment posted on 11/28/2009 03:35
Jon B
My opinion on the matter?
It's not that we can't cross uncanny valley easily, it's that consoles (and to quite a large degree PCs) aren't fast enough to process hyperrealistic faces. Look at a few 3d sites and their work, and you'll see what I mean.
As far as facial rigging goes, I wouldn't imagine that there would be much flexibility in the bones system without going totally overkill and making mincemeat of the CPU.

Oh, and they're bragging about AC2? What.
donkeykong's Avatar - Comment posted on 11/28/2009 05:16
donkeykong
I havent played AC2 yet but even in their own commercials the animation looked choppy to me.

As for N0R3M0RS3, maybe your PC>any console, but mine is old and my ps3 is fantastic.
topcatyo's Avatar - Comment posted on 11/28/2009 08:47
topcatyo
I've always been amazed with the facial animations in Half-Life 2. How does Valve do it?
natetehgreat's Avatar - Comment posted on 11/28/2009 22:22
natetehgreat


Uncanny valley crossed...in 2007.

(via random IGN blog)
YoTanaka's Avatar - Comment posted on 11/29/2009 08:54
YoTanaka
Good faces in AC2? Are you kidding?
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