Towards the end of production
of the PC soccer management game "Kicker Manager 2004"
we were asked to create rendered ingame sequences, intro and
a credits movie on behalf of Proline Software. We had two month
to finish 38 minutes of ingame soccer scenes with up to 10 players
per scene, a two minutes credits movie and a 23 seconds intro
sequence.
Pre-production
We used the first month for
pre-production. In this time the stadium, a soccer player model
and textures were created. At the same time the station was
lit. Based on first test renderings we started to optimize the
scenes to be able to handle scenes in Maya and render them on
our render farm within the given time frame.
Lighting
Since the scenes should be rendered
using Maya's software renderer and we wanted to achieve soft
shadows, raytrace shadows were no option due to high render
times. Shadow maps on the other hand were not capable of catching
details like the player or a ball since the whole stadium had
to cast shadows. Hence Dirk Bialluch developed a special light
setup, with spotlights linked to stadium, each player and the
ball. Using constraints the spotlights were aligned to the players
and the ball. This setup allowed us to keep the size of shadow
maps as low as possible and make full use of the maps.
Animation
Animation of the soccer players
is based on motion capturing. To record authentic motions we
rented Ambient Entertainment's Vicon8 mocap studio for a day.
Carla Heinzel was responsible for rigging of the player model
and cleanup of the mocap data. The data were stored as Maya
clips in a motion library and assembled later on using Trax.
In this way up to 10 players were animated per scene.
To be able to work on the scenes
more quickly we risked an attempt to use a beta version of Maya
6.0, which we had at our disposal for a few weeks already as
an official beta site. Although we encountered a few limitations,
the animation could be created without major problems on the
whole.
Camera
The camera should involve the
spectator directly in the action. Thus our decision to simulate
a hand held camera that could move arbitrarily across the field.
An irregularity in the camera's movement and the chosen point
of view should enhance cuts between individual scenes, because
scenes were assembled later in any order by the game's logic.
We paid attention to avoid following the action all too linearly
and to choose a point of view that reflects the impressive size
of a stadium.
Rendering und Compositing
The scenes were rendered in
two separate layers. The first layer included the stadium and
perimeter advertising. The second layer contained turf, players
and the ball. Assembling of the layers and color grading was
done in Digital Fusion. Using the z-channel the images were
desaturated and blurred with increasing distance.
Due to the extremely tight deadline
we had to settle the final look in the very early stages of
the project, later causing less optimal results in a few scenes.
The images and movie sequences shown further below have been
reworked and do not correspond to the images in the game in
terms of color and contrast.
For more information about the
game please refer to the official website.