Battle for Middle-earth II is doing a lot of things including structuring the campaign differently. One of the ways EA LA is keeping the story cohesive throughout the directed single player campaign is cinematic sequences using the game's engine. Along with the designer diary below detailing the process, we've been gifted with some artwork and a couple of movies showing off the original storyboarding along with the final cut for comparison. As you can see from these short scenes, the game is looking pretty darn good at this point in development. Make sure to check the movies out in the
I am Richard Taylor, the Cinematic Director on the The Lord of the Rings, The Battle for Middle-earth II.
Like many in the gaming industry, my background is in film making. I've been a commercial director for close to 30 years and I've also been a special effects director for feature films, but now I'm working in games. I think gaming is the cutting edge of new media and as such it is where the most interesting visual work is evolving.
As the Cinematic Director I design the game opening and closing sequences as well as the campaign and mission introductions and endings. The design docs are filled with intricate details on who, what, when, where and why things need to happen in a mission. A cinematic sequence is composed of multiple shots or scenes.
In this year's game, creating the cinematic sequences is far more exciting because for the first time we have the unified rights to The Lord of the Rings books as well as the films. Because of this, we are now introducing lands, characters, and creatures that appeared in the books but were not in the movies. Consequently, the cinematics become even more important for informing the player of the story as the players may have never seen or heard of these lands and characters
Traditional film making artists like me are evolving into the gaming industry because the production values of filmmaking are now becoming essential to the future of games. I've chosen to be in games because to me it's a lot more creative and a lot more fun. Designing the world-class visuals that we're able to produce in games these days is personally very rewarding to me.
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12:00 am PST December 2, 2005