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What departments in CIG contribute most to the cinematics, and what is it that they contribute?

TL;DRThe character and animation departments contribute most, supplying fixes and raw animation, plus tool-side R&D so ships can be moved in cinematics.

Hannes AppellDirector of Cinematics

It's definitely the character department and the animation department, I would say. Constant back and forth with the character department on, look here, some penetration on the armor, or how can we fix the Snoopy cap, and what is with the hair, and all kinds of things. Animation, of course, because it's actually the raw material of what we're using in the cinematics. Without animation, we wouldn't have anything. We could just show ships drifting around and the characters would be static. And then, of course, there is a certain part that is kind of tool-side R&D, because, for example, our ships need to move in a proper way in cinematics that is kind of puppeteered, almost like remote control. So there's this part of the equation as well.

Brian ChambersDevelopment Director, Foundry 42 Frankfurt

And we have a lot of those guys. When characters are created and so on, things get funneled here, and Hannes is working with those various studios, and a lot of things end up getting assembled here. With you and with our lead cinematic designer and the animators here in Frankfurt, you guys end up cramming it all together and throwing cameras in and lighting it and the whole bit, yeah?

Hannes AppellDirector of Cinematics

We actually did lots of R&D as well on the animation side when it came to what we showed at Gamescom with Miles Eckhart. This was also done by our animation department here that is attached to cinematics.

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Published on this date.28 Oct 2016