Wednesday, November 3, 2010

The History of the Uncanny Valley

http://gizmodo.com/5680409/the-history-of-the-uncanny-valley

This is an article talking about the evolution of realism in gaming.

Uncanny Valley - The boarder lines of a Realistic Human Figure 3d/robot, where they are missing elements to the human figure/movement/behavior. Which, throws the viewer off, and they do not believe in the realism.
  • 10 years ago gaming companies discovered new ways to bring life into game. 3D low poly characters, with breaking through motion capture, with minimal human AI behaviors. The only problem was we did not have the technology back then to get the 3 pillars, up to a realistic human stand point.
  • Now we do have the technology, and video game companies attempted to improve the realism in their characters, but they always seem to be missing something. For example Mass Effect 2, Bioware made improvements to their models and face animations, but there was something odd about the teeth that stood out, which took away the realism.
  • He addressed the problem of the 3 pillars and talks about how Art Departments need to step it up. We have the technology and its proven to have the realistic quality, like movies such as Lord of the Rings and Benjamin Button. If movies can do it, games companies can do it too. But, which game company will attempt to cross that Uncanny Valley they speak of.

5 comments:

  1. Mark - Thanks for the article Mookie. And you are right, a refresher does not hurt. This is some great feedback that we can use when we are reflecting on what we’ve been working on for so long and what we can do to improve our game.

    ReplyDelete
  2. Jeff - Reading this reminded me of Arnie's recurring harping on the eyes in our game. Our eyes seem pretty much locked still in their sockets. Do we have plans for getting more life into our character's eyes? The first thing that comes to mind is to have eyes leading head turns in convos.

    ReplyDelete
  3. Ben - Are you only referring to eye movement, or are you also talking about eye appearance? We’ve done a lot of work with eye appearance, but we’ve pretty much ignored eye movement. There’s a lot more we can do in Morpheme to make the eyes move more naturally. Do you have any other goals other than leading the head during turns?

    ReplyDelete
  4. Mark - Yes, definitely. We will do that pass once we really start into our polish and are able to focus our attention on facial animation and expressions.

    ReplyDelete
  5. Jeff - Yep, I am mostly referring to movement here. I would much rather have Mark set these goals since I am a crappy animator. I only know enough to get us to the uncanny valley :)

    I am pretty happy with where we are shader-wise with eyes - though I reserve closing the issue until I have some more time to see the eyes while I play through the next cohort.

    ReplyDelete