VIDEO | X360, PS3, PC Thursday, March 21, 2013 | 11:53 AM

Bioshock Infinite: Creating Elizabeth

Bioshock Infinite: Creating Elizabeth

Irrational Games offers today to learn more about the process of creating the character of Elizabeth. Program, a seven-minute video, with Ken Levine and actress, referring to the different stages.

Creating Elizabeth

All comments

Commented on 2013-03-21 13:17:57
Creating Elizabeth and then recreating her into more adult Elizabeth.
Commented on 2013-03-21 13:26:01
These guys really enjoy glorifying elementary game mechanics.

Why is Elizabeth's face so anime-esque? It really throws what is obviously a large amount of effort on mo-cap and voice work out of the window.

I really enjoy behind the scenes stuff but I wish developers would stop putting basic design on such a pedestal like they're really pushing the boat out.

"She will stop if you stop, she will keep running if you decide you're not interested in what you're doing here."

Wasn't Miles 'Tails' Prower doing this way back in Sonic The Hedgehog 2?
Commented on 2013-03-21 13:45:11 In reply to Tiz
I definitely agree with developers putting mundane concepts on a pedestal. That needs to stop.

Still don't agree with the scrutiny her face has gotten. Don't understand it.
Commented on 2013-03-21 14:14:27 In reply to Phaethon360
While it's not a bad face, they just can't expect you to connect with a character whose face is so... dead?

This is really highlighted when you see the voice actor side-by-side Elizabeth; hardly any of the emotion carries over.

Unless of course this is the cartoony style they're going for? In which case I'll just shut up.
Commented on 2013-03-21 15:21:36
I've only seen two games that have been able to capture character emotion via Mocap exceptionally well and those are Heavy Rain and LA Noire. Disney has used large eyes in their character design for year to create a connection to the audience. The model of Elizabeth also has large eyes.

The art style is pretty refreshing from the hyper realistic look most games strive for and miss.
Commented on 2013-03-21 15:42:23 In reply to Tiz
Posted by Tiz
These guys really enjoy glorifying elementary game mechanics.

Why is Elizabeth's face so anime-esque? It really throws what is obviously a large amount of effort on mo-cap and voice work out of the window.

I really enjoy behind the scenes stuff but I wish developers would stop putting basic design on such a pedestal like they're really pushing the boat out.

"She will stop if you stop, she will keep running if you decide you're not interested in what you're doing here."

Wasn't Miles 'Tails' Prower doing this way back in Sonic The Hedgehog 2?
That's not what the lady was trying to get across. She was talking about the way Elizabeth takes interest in things, on her own, if you stop and will change her mind about taking interest in something if you keep going or move in a different direction. The key was to get her to do this stuff in a more realistic way, in a way that a human being would do it instead of just going through motions that looked and seemed robotic. This was something that was explained in greater detail in Ken Levine's BAFTA presentatoin.

But yeah, with the way the lady was quoted in this feature, it seems like she was talking about something mundane. If you listen to what she prefaces that with, though, about the motion capture and voice acting being inspirational, you can get that she's clearly talking about more than just an AI character following you. She's talking about bringing Elizabeth to life in a way that hasn't been done before.
Commented on 2013-03-21 15:43:42 In reply to Phaethon360
I think it's all their talk of how you're supposed to connect with her that puts her under heavier scrutiny as she seems to be the feature being heavily emphasised.

That being said, Disney are always able to support their round-faces and bulging eyes with top-of-the-range stellar animation -- the animation in question doesn't have to be realistic, it just has to be believable and prevent that disconnect.

Ken Levine has obviously caught a case of the "Bungie ViDoc Fever", I only hope in the end the features he's so passionate about can deliver.
Commented on 2013-03-21 23:27:08 In reply to Phaethon360
Posted by Phaethon360
I've only seen two games that have been able to capture character emotion via Mocap exceptionally well and those are Heavy Rain and LA Noire. Disney has used large eyes in their character design for year to create a connection to the audience. The model of Elizabeth also has large eyes.

The art style is pretty refreshing from the hyper realistic look most games strive for and miss.
Oddly enough though, for all that acheivement I've felt more emotionally connected to other stories.
Commented on 2013-11-29 15:03:54
ILOVE elizabeth
Commented on 2013-11-29 16:04:24
Yeah.. her face is awesome. Great animation, very expressive. And the way she interacts with the environment is actually delightful.

The new Everquest has awesome animation-like-animation too.

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