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Learn: The 3D Artist Job
Learn MoreGuerrilla Games put significant effort into creating a vast number of cutscenes for Horizon: Forbidden West, while maintaining a consistent animation style and keeping players engaged throughout the gameplay. At GDC 2023, cutscene director Ismael Orai detailed this complex process.
Skillbox Media's Gamedev team presents key points from the expert's talk.
Please note: This article contains spoilers for the Horizon series.

Ismael Orai is a talented director who has made more than 12 short films. One of his films was presented at the Cannes Film Festival in 2007, which was a significant stage in his career. At this prestigious event, he made connections with representatives of the gaming industry, which led to his subsequent work on cutscenes in video games. This collaboration allowed him to expand his creative horizons and realize his ideas in a new format, combining cinematic elements with interactive stories.
Ismael's portfolio significantly expanded thanks to his work on projects such as The Amazing Spiderman 2, Skylanders, and Assassin's Creed: Syndicate. In 2018, he became part of the Guerrilla Games team. At that time, Horizon: Forbidden West was still in pre-production, which required Ismael and his colleagues to significantly create cutscenes practically from scratch.
Why Storytelling Tools Are Needed in Filming
Ismael realized the magnitude of the work ahead on Horizon: Forbidden West on the first day of recording the actors' performance. At the time, he and his team were working on a large-scale scene involving about 12 people. This event became an important moment for him, emphasizing the complexity and diversity of the project.
The atmosphere on set was tense, and the director had to actively move the virtual camera around the actors in search of the perfect opening shot. Despite the difficulties, the first shoot was completed successfully. However, the director realized the need to streamline the process of creating cutscenes. Ismael had to draw on his experience in filmmaking and recall his work with cutscenes from previous projects to improve the organization and quality of filming.
He created a universal set of storytelling tools that streamlines the filming process. This package includes:
- Casting;
- Script analysis;
- Storyboarding and previs;
- Performance capture and mocap;
- In-engine camera work;
- Review process.
Cutscenes as a Roller Coaster
Story-driven cutscenes in video games can be compared to a roller coaster. They offer players an immersive experience through dramatic camera angles and animation, creating an atmosphere similar to an extreme minecart ride. The game also includes less dynamic sections, which, in the context of this metaphor, resemble regular carousels. This contrast between active and calm moments enhances immersion in the gameplay and makes the story more multi-layered and engaging.

In large-scale games, the number of "carousels" may exceed expectations, as they offer extensive content that fills the game world with fascinating elements. This diversity makes the gaming process more interesting and engaging for users.

The two approaches to creating cutscenes have clear differences. When a player, after a dynamic roller coaster-like moment, finds themselves on a carousel of successive displays of varied content, their immersion in the gameplay weakens. Ismael and his team analyzed the cutscenes of the first part of the series - Horizon: Zero Dawn, which confirmed this observation.
Ismael's team sought to change the dynamics of cutscenes to ensure deep immersion for the player throughout the video. In the new "carousel" installment, the concept was transformed from an extreme "roller coaster" to a more fluid and harmonious ride. The narrative within the video sequence became a unified whole, where the ornate architecture of the rails gave way to more fluid lines, creating the effect of swirling through the air. This solution allowed us to create a more immersive and continuous gaming experience that holds the player's attention and promotes a deeper perception of the story.

In a cutscene from the story quest "Sea "Sands" showcases Ismael's skill and creativity. In this scene, the protagonist, Aloy, meets the Oseram performers Morlund, Stemmur, and Abadund. Morlund dreams of finding Forerunner holograms in the sunken Las Vegas and organizing the most spectacular laser show in the world. However, his "diving bladder" is flawed, leading to repeated failures during his dives. This storyline highlights not only the character's ambitions but also the difficulties they face along the way, adding depth and intrigue to the gameplay.
Achieving this dynamic required a comprehensive set of storytelling tools and an innovative approach to developing cutscenes from the ground up. These methods helped create a fun and engaging gameplay experience that captures and holds players' attention.
Casting
Casting played a key role in the project's creation process. At this stage, Guerrilla Games collaborated with renowned director and actor coach Judith Weston, who held a master class for the team at the very beginning of production. This collaboration allowed the team to delve into the intricacies of acting and improve the quality of their performances, which significantly impacted the final result.
If you are looking for effective techniques and methods for establishing communication with actors, Ismael Orai recommends Judith Weston's book "The Director and the Actors." "How to Make Great Movies, Working Together." This publication offers a wealth of helpful advice, including on casting, that the director's team successfully uses in their practice. This book will be a valuable resource for those striving to improve their interactions with actors and create high-quality films.
In Horizon: Forbidden West, an emphasis was placed on improving the acting compared to Horizon: Zero Dawn. The development team strove not only to select voice actors but also to achieve greater similarity between the actors and the characters. This contributed to the creation of deeper and more realistic images, which had a positive effect on the perception of the game as a whole.

To achieve this goal, the team applied an innovative casting method that is widely used in the selection of actors for live-action films. This approach allows for more efficient talent identification and selection of the most suitable candidates for specific roles, which in turn significantly improves the quality and professionalism of the project.
The main goal of casting is to evaluate an actor and determine their suitability for a specific role. The casting process allows producers and directors to understand to what extent an actor is able to embody a given image, convey emotions, and meet the requirements of the script. This is an important stage in the creation of a high-quality film or theatrical production, as the right choice of actor can significantly impact the success of the project.
- talent;
- skills, vocal and physical characteristics;
- physical resemblance to the character.
Casting takes place in stages. First, the team sends casting lists to casting agents. The casting list includes a character description and a short clip of the audition scene. It is created in collaboration with the narrative designers to ensure everyone shares a common vision for the character. Standard questions are used as a guide.
- What is the character's motivation?
- What is their backstory?
- If external resemblance is required, how exactly should it be expressed?

Soon, the agents submitted several self-tests from the actors. Ismael's team carefully analyzed these recordings in collaboration with the narrative design department and other relevant specialists, including artists. This ensured that the candidates met the requirements and were ideally suited for the proposed role. This approach ensures high-quality casting and consistency in the artistic vision of the project.
After this, a shortlist of candidates was compiled for participation in live auditions. Ismael believes that it is during the live audition stage, when actors are in the same room, that their key skills can be most effectively assessed. This approach allows not only to see the performers' professional qualities but also to evaluate their interaction with others, which is an important aspect of the selection process.
- Creativity. What is their vision for the scene? Can they use their intuition and imagination to not only play the character within the casting list, but also to truly immerse themselves in the role?
- Ability to listen and hear their scene partner. To achieve this, the team hired an actor who was present at the casting to evaluate the acting skills of the applicants. It was important to ensure that during the audition, the candidate would react and adapt to the actions of their colleague while being in the same room.
- Ability to quickly follow the director's directions. It is important to understand how well the communication with the actor is established.
- Resourcefulness in using the space of the room. It is necessary to ensure that during mocap, the actor can easily adapt to the props and other filming equipment in the scene.
Script Analysis
When creating a script, it is important to consider several key aspects of the script. First of all, you should pay attention to the plot structure, which should be logical and consistent. You also need to pay attention to the development of the characters, their motivations, and interactions with each other. The emotional depth and believability of the characters' actions play a significant role in the audience's perception of the story. We must not forget about the visual style and atmosphere, which should correspond to the theme of the work. All these elements together will help to create a high-quality and memorable directorial work.
- Clearly define the goals and motivations of the characters.
- Analysis of the facts. You need to make sure that the scene has important moments that may require additional filming equipment. These facts can also be used as the basis for a future scene.
- Making creative adjustments and building theories based on the “What if…” principle. What if there is a secret hidden in this scene? What if A becomes an obstacle for B? Such circumstances can create conflict and tension, which will keep the scene dynamic.
- Creating an opposite meaning. How will the scene change if you ask an actor to act out an action that is opposite to the meaning of his line?
- Paraphrasing. The director can rephrase some of the lines and understand how he himself sees a particular passage. In turn, new images or questions will arise for him that can be conveyed to the actors during filming.
In this text, we will focus on the dialogue between Aloy and Morlund and also analyze it. This moment is key to understanding their interaction and the development of the plot. Dialogue reveals not only the character of the characters, but also their motivations, which makes the scene especially significant. Let's consider how words and intonation influence the perception of the situation and the emotional state of the characters. The script provides an opportunity to delve into their relationship, emphasizing conflict, trust, and the desire for understanding. By analyzing this dialogue, we can better understand the themes and ideas the author wanted to convey to the audience.
- Morlund does everything possible to dive into the flooded city and retrieve "magical" artifacts. With their help, he will realize his dream of holding the most spectacular laser show in the world.
- The very first lines of the script indicate that Morlund's diving equipment, which he calls a "diving bladder," is broken. Based on this fact, we can build a theory. What if he is missing a key component to fix it?
- Aloy enters the room. What does she want? Why did she come? From a directing perspective, it's clear that her target is in the same location Morlund wants to reach, but it's also important to look at it from his perspective.
- Aloy points to the "diving bubble." Why is it of interest to her? Can she help with something?

Ismael sought to cover all these issues in detail in cutscene, using a similar approach during the performance recording stage.
We present to you the first filmed take of Thomas Joseph "T.J. Tyne"'s audition for the role of Morlund. This sequence was filmed without any direction or adjustments, allowing you to fully appreciate his natural performance and talent. Explore how the actor conveys the character's personality and creates an atmosphere that matches the project's concept.
Ismael immediately noticed TJ's talent for listening to his partner on stage, a key aspect of a successful performance. The director realized this was an ideal opportunity for improvisation in the performance. The result was impressive.
When the actress interacts with the diving bubble prop, TJ begins to play along. The director then decided to implement the concept by adding a key missing piece. Ismael dropped the prop on the floor and informed the actors that their task was to pick up the missing piece to repair the broken device. As a result of this improvisation, a new creative height was reached, which can be seen in the material presented below.
This approach can significantly impact the final result, both positively and negatively. The key is to expand the boundaries of the scene and find innovative solutions. Before the next take, Ismael asked TJ, "Can you trust her? Perhaps she has the same goals as you?" The director suggested his scene partner put the stranger in an awkward situation and carefully monitor his reaction. As a result, in this interpretation, Aloy slightly invades Morlund's personal space, which can have a significant impact on the further development of the plot. This approach helps build tension and add depth to the characters, which in turn enriches the on-screen interactions.
Casting and scene performance play a key role in the successful implementation of theater and film projects. The right approach to casting allows you to find actors who can most accurately convey the intended image and emotions of the character. This, in turn, contributes to the creation of deep and memorable scenes that leave a strong impression on the audience.
Scene performance requires actors not only skill but also an understanding of their role, the relationship with other characters, and the overall context of the work. Effective role-playing allows you to create believable and emotionally charged moments, which makes the plot more exciting and rich. Thus, the right approach to casting and scene performance not only improves the quality of performance but also increases audience interest, which is extremely important for a successful project.
- Acting is at the heart of every scene. If the candidate passes the audition, s/he will become part of the team. Careful casting ensures that the final cast is truly professional.
- This method makes it easy to film different scene variations. This means the director will have plenty to choose from when it comes to working with the camera in the engine.
- If done correctly, the content will be very similar to the footage filmed during auditions. This, in turn, will give you confidence in working on the material when the shooting stage begins.
Storyboarding and Previs
A key task at this stage is to develop visual sketches of scenes that will serve as a guide for both the team and external partners. These sketches will help clearly communicate the concept of the project and ensure effective communication between all participants in the process.
Storyboarding effectively solves secondary tasks, providing a structured approach to visualizing the project. It allows for a clear representation of key moments and scene sequences, simplifying the planning and preparation process. Storyboards also help identify potential problems early, saving time and resources. Using storyboards during development helps teams better organize their work and create a higher-quality final product. Creating a consistent style is key to content quality, even if a cutscene changes slightly during editing or editing. A feedback tool and communication tool. Ismael's team reviewed the final result weekly with specialists from the narrative, art, and design departments. Storyboards were also focused on a particular scene segment. Collaboration with other departments (audio, VFX, testing, etc.) Since the storyboards were placed in the game as placeholders, Guerrilla Games employees with access to the build were able to see the team's vision for the cutscenes.
The storyboard creation process began with location research for the future scene. Ismael used a wide-lens camera, rotating it around the scene to identify key angles, which were then passed on to the storyboard artists. This helped create a precise representation of the scene's visual style and composition, a crucial step in film production. Using the debug camera allowed us to capture the atmosphere and details of the environment as effectively as possible, which contributed to higher-quality work of the team.
To determine the key stages of a scene, the director advises viewing the three-dimensional scene in isometric projection, which is a three-quarter angle from an overhead perspective. This approach allows for a clearer visualization of the structure and spatial relationships of scene elements, which contributes to a better understanding of the composition and dynamics of the action.
The attached animation depicts the same scene with the character Morlund. This video clearly indicates all the key locations where the characters will be located, and also shows their trajectories across the scene. This allows for a better understanding of the dynamics of character interactions and the structure of the animation, which is important for creating captivating visual content.
The director begins by analyzing the location where the action will take place and determines the direction of the camera movement. Then, it is important to correctly position the filming props. After carefully working out all these aspects, you can move on to creating a storyboard. Storyboarding is a key step in visualizing the plot and helps organize the filming process.
The storyboard for this scene is notable for its close-up shot of Morlund's friends retrieving him from the water. The original cutscene omits such footage, making this version more expressive and emotionally charged. This change adds depth to the moment and emphasizes the importance of character interaction in a critical situation.
This detail was born out of audience feedback. It was suggested that footage of Morlund's rescue be included in the storyboard, which would add dynamism to the scene and increase audience interest. Although the final result was slightly altered, this sequence served as the basis for the development of the future cutscene. Including such elements makes the story more engaging and memorable, which is especially important for creating an interactive experience.
At this stage, it was determined that the dialogue about the "diving bubble" lacked a connection between the characters. This comment could have been corrected during the re-drawing process, but the team decided to document the issue and revisit it during live-action filming. This approach allowed for more detailed character interactions and improved the quality of the scene.
Ismael challenged the actors to interact with each other, even in dialogue about diving equipment. As a result, Robert Mammana, who played Abadund, suggested intervening in the conversation and trying to pull TJ aside. Thus, a cutscene appeared in which Abadund interrupts the conversation, pulls Morlund aside, and admonishes him for interacting with the stranger. This decision added dynamics to the scene and enhanced the interaction of the characters, which made their relationships more lively and realistic.
A director may have detailed storyboards and a clear shooting plan, but sometimes it's worth giving the actors room to improvise. This can enrich the final result, adding naturalness and liveliness to the characters' performances. Improvisation allows actors to bring their own ideas and feelings to the scene, which often leads to unexpected and memorable moments in the film. This approach contributes to the creation of more dynamic and engaging content, which is important for attracting and retaining audiences.
Previsualizations, or previsualizations, play a vital role in the creation of cutscenes with complex choreography and numerous props. About 16 previsualizations were developed for Horizon: Forbidden West. Ismael highly recommends this approach to studios with sufficient budgets, as it significantly simplifies the work of both the film crew and other departments involved in the production process. As an illustration, he cites a cutscene from the "Reach for the Stars" quest, where the space shuttle encounters Venomlashers—mechanical snakes. Using previs allows for more efficient filming planning and minimizes the risks associated with producing game cutscenes.
The scene proved quite complex to execute, and Ismael employed methods similar to those described previously. He conducted a camera survey of the location and created an isometric sketch of the scene. This allowed him to effectively brief the partner company responsible for assembling the previs. This approach ensures more accurate reproduction of the intended effect and helps to avoid errors at the production stage.
In the story, Aloy shoots off the couplings holding the cables, causing the shuttle's rockets to fall on Venom Lashers, and then the shuttle itself. As the ship falls, it drags the structure carrying the heroine down with it. After the collapse, she survives and finds herself in an arena where she must face the final Venom Lasher.
The director felt it was important to convey a critical detail to the previs developers. Even if Aloy fails to prevent the collapse, the player should understand that she is agile and will always find a way out of a difficult situation. Justin Summers and his studio The Third Floor also participated in the creation of this cutscene, which added professionalism and a high-quality approach to visual storytelling.
If the studio's budget does not allow for the creation of cutscene previews, it is possible to get by with only storyboards and scene concepts in an isometric format with the proposed props. This approach will still significantly expand the capabilities of the pre-production stage. It will allow for a clearer presentation of the visual elements and structure of scenes, which will ultimately improve the development process and increase the quality of the final product. It is important to pay attention to detail and elaboration of concepts to ensure a clear understanding of the visual style and atmosphere of the project.
Performance Capture and Mocap
Performance capture involves the simultaneous collection of data on the voice, facial expressions, and movements of actors. In contrast, mocap (motion capture) focuses exclusively on capturing body movements. This approach allows for the creation of more realistic and expressive characters in films and video games, improving the quality of visual content and immersion of viewers in the story.

Ismael's team was actively working on the performance capture, but the process was delayed due to the pandemic. Preparation for performance capture and mocap involves two key stages. The first stage focuses on developing the script and creating detailed storyboards, which allows the actors to better understand their roles and interactions with the environment. The second stage involves technical setup and setting up the motion capture equipment, which ensures the high quality of the final product. As a result, thorough preparation and adaptation to the current conditions help the team achieve optimal results during the filming process.
- Showing all pre-production assets - storyboards, isometric panoramas or previs, concept art, mission briefings, including events before and after the scene;
- Scene discussion with the actors. The director answers any questions that arise and, if necessary, poses questions to the actors themselves.
- Informing the actors about partial filming - in cases where only a certain episode of the scene is being filmed. When only mocap recording is planned, the director shows either a recording of the actor's performance, or video references, or the character's behavior in the game. This is necessary to ensure that the character's image remains consistent at every stage of filming.
The pre-filming briefing should not take more than 20 minutes. Filming sessions are expensive, so every minute must be used as effectively as possible. It is important for the director to quickly and clearly convey to the actors their tasks and roles to ensure high-quality work and a successful outcome of the filming process.
- Role-playing and character actions.
- Making the creative adjustments noted above.
- Changing stage equipment.
- Conscious work with the camera: filming in the direction of the action, frame scale. For example, if you need to film an actor separately, you should make sure that they remain static.
- Maintain a flexible approach to filming. Even if you have all the necessary materials on hand and the scene is already planned, you need to be prepared to improvise, as in the scene with Morlund. Don't ignore suggestions from actors or co-stars.
- And of course, you should enjoy filming, because it is a very exciting process.
This text presents a performance capture of Ashly Burch, who plays Aloy, and Allison Jay, who plays Alva, during the filming of a cutscene from the main quest "Seeds of the Past." This episode marks Aloy's first meeting with Alva, which is a key moment in the development of the plot. High-quality gameplay and the actors' talent allow for a deeper understanding of the emotional component of their characters, which makes this moment especially memorable for players.
Performance capture contributes to achieving a high level of performance in film and theater. However, with a limited budget, this technique is only appropriate for recording the most emotionally charged scenes. This allows for the quality of performance to be preserved and deep emotions to be conveyed to the viewer without exceeding the project's financial framework.
Ismael conducted a briefing for this scene, explaining in detail the key points and performance features. He emphasized the importance of interaction between the participants, as well as the necessary actions to achieve the desired result. During the briefing, Ismael focused on technical aspects such as lighting, sound, and prop handling. Each element was carefully analyzed to ensure maximum efficiency and professionalism during filming. This approach contributed to the creation of high-quality content and improved the overall atmosphere on set.
The director presented the actresses with concept art of the locations, one of which is located near the scene of the cutscene. Concept art of Alva and a common warrior from the Quen tribe were also shown. In the game's story, Alva serves as a seer, distinguishing herself from her fellow tribesmen thanks to a device that allows her to obtain data about the world around her. This was crucial for the director, ensuring the actors understood the characters and their motivations. The actresses were also provided with isometric data of the scene with the necessary props, which helped create a deeper immersion in the story and atmosphere of the game.


The following elements were used during the filming stage.
- Determining the characters' goals.
Aloy: Find out information to find Demeter — one of the lost functions of GAIA.
Alva strives to find and protect vital information that will help her tribe return home. This task requires not only courage, but also the ability to collect and process the data necessary for a successful return. Protecting the acquired information also plays a key role in their journey, as it can be a decisive factor in overcoming the difficulties and dangers on the way home.
- Making creative adjustments.
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Ask Aloy for help as if it is the only possible solution to the problem.
Aloy is a kind of "mythical legend" for the Quen tribe, as her face has appeared on holograms. Currently, the heroine is standing in front of Alva, but she is armed, which requires the girl to be especially careful.
Act as if you urgently need to leave the room, perhaps even go to the restroom. This will create an atmosphere of nervousness and uncertainty, which can enhance the overall impression of the situation.
Aloy is a unique character with outstanding qualities and skills. She is a hunter and explorer living in a post-apocalyptic world inhabited by mechanical creatures. Aloy possesses remarkable courage and resourcefulness, enabling her to overcome challenging challenges and uncover the secrets of her world. Her passion for justice and desire to unravel the mysteries of the past make her an inspiring hero for many. In a game starring her, players can immerse themselves in a gripping story, explore vast environments, and interact with diverse characters. Aloy embodies strength and determination, making her an indispensable symbol of her era. Ask Alva direct questions, as she has every right to do so. Direct communication fosters more honest and open relationships, which is especially important in today's world. By respecting Alva's right to answers, you create space for constructive dialogue and understanding. Forcing a solution to a problem may seem like the only option in a difficult situation. However, it's important to remember that hasty actions can lead to undesirable consequences. Rather than seeking an immediate result, it's worth analyzing the situation and considering alternative approaches. Making thoughtful decisions will not only solve the current problem but also prevent new difficulties in the future.
Aloy often faces recurring tasks in various scenes, as her primary goal is to save the world. These constant challenges highlight her determination and the importance of the mission she's on.
- Filming props.
The scene featured a table with books and manuscripts, referred to as the "wisdom of the Legacy," on it. These objects became the basis for the conflict in the plot. Ismael suggested the actresses play out a situation in which Aloy shows interest in Alva's personal belongings, while Alva seeks to protect her "Legacy." When watching the video, you can see the tension between the girls as they approach the table.
It is important to note that the building could have been guarded by Quen warriors. The question of whether they will be able to come to Alva's aid remains open. This event can significantly affect the behavior of the characters, creating tension and new plot twists. The interaction between them will depend on the warriors' decisions, adding depth and dynamics to the story's development.
Ismael strove to reveal all of these aspects in the scene, showing them from a new perspective.
The studio sought to capture as many of the lead actors as possible, receiving support from Visual Arts Product Development Services Group and Sony Studio Entertainment. This collaboration helped create unique content that will attract viewers and increase interest in the project. Outstanding acting plays a key role in the success of any film, and having such professionals on the team significantly increases the chances of a positive audience response.
During the production process, the pandemic began, requiring significant changes to the team's workflow. The main focus was on the voice acting of the cast. Voice Director Jochen Willemsen made every effort to ensure the continuation of work at Formosa Group and SOHO Square Studios. Much of the mocap was filmed on the premises of the Guerrilla Games studio office, and local talent was invited for the voiceovers. For this purpose, a casting call was organized directly in Amsterdam.
To create more spacious locations and attract stuntmen, the team collaborated with Goodbye Kansas Studios. London Studio also provided support in filming cutscenes for one of the side quests.
The pandemic did not pose an obstacle to production, as the team consistently adhered to pre-developed plans. This ensured consistent quality in all scenes, while simultaneously guaranteeing maximum safety during the filming process under COVID-19 restrictions. This confirms the team's high level of professionalism and willingness to adapt to changing conditions.
Working with the camera in the engine
At the beginning of filming, Ismael's team established clear standards for camera work. This significantly increased the efficiency of communication within the department, as well as improved relationships with external partners and other employees involved in the project. Established standards facilitated a more streamlined workflow and ensured a high level of filming quality.
Cutscenes always begin with Aloy's appearance, emphasizing her central role in the story. Therefore, the rescue of Morlund from the water is not shown at the beginning of the cutscene and is not shown in close-up. This was done so that players could absorb information along with Aloy and observe the events from her perspective. This approach creates a deeper connection between the player and the character, enhancing immersion in the story and its emotional component.
A specific set of lenses was chosen for creating cutscenes. For example, the in-game camera lens has a focal length of approximately 18 mm (more precisely 17.78 mm), which provides a wide field of view. Throughout the cutscene, a consistent lensing system was used: a transition from 18 mm to a close-up, which is more typical of telephoto lenses with a focal length of over 40 mm. The lenses were then switched in reverse order, returning to the in-game camera perspective. This approach to lensing allows for expressive visuals and emphasizes key plot elements, making cutscenes more dynamic and engaging.
Ismael advises against drastic lens changes, such as going from 18mm to 85mm. Sudden changes in focal length can disrupt the viewer's immersion in the image. To create a smoother and more consistent visual experience, it is important to choose lenses that provide a natural perception of the scene.
The team rarely used the zoom function, that is, increasing the frame size, preferring to move the camera around in space. Ismael believes that a moving camera can effectively emphasize the actor's movement, which is an important aspect of classical filmmaking. In favor of this technique, the director cites the words of his mentor in the field of filmmaking: "Engineers spend years reducing the size of the camera, so please move it." This emphasizes the importance of dynamics in cinematography. For example, in the video below, Aloy's model is actively moving, while the camera smoothly follows her, creating a sense of involvement and dynamism in the scene.
When developing cutscenes, it was important to consider the virtual camera's movement in response to the acting. In computer graphics, the characters' appearances and positions are known in advance, allowing for ideal camera angles. However, the team strove to maintain the atmosphere of a live cameraman, smoothly moving the camera to focus on the characters. This creates a more natural perception of the action and enhances the viewer's immersion in the story.
In scenes that require dynamic interaction, such as when Aloy and Alva meet, it is important to maintain a smooth tempo of camera movement. This is achieved by moving the camera evenly between camera angles, which enhances the dynamism and engagement of the viewer. This approach allows the viewer to better feel the atmosphere of the moment and makes the visuals more exciting.
Sometimes it makes sense to break from established rules and switch from a dynamic shot to a static one. This may be justified by an important character line or a significant plot moment. If a scene uses two static takes in a row, it is important to maintain the pacing, as the player has already adapted to this visual style. The team aimed to minimize the number of camera settings in scenes to create a more cohesive and harmonious experience.
Horizon: Forbidden West's cutscenes utilize an advanced procedural lighting system developed by lead lighting artist Julian Frees. Character models utilize multiple light sources attached using a skeletal rig. These light sources maintain their position throughout the animation, highlighting the characters' silhouettes. This detail significantly improved the visual perception of cutscenes and ensured a unified style of presentation.

In terms of synchronization, the process was slow. Soon, Jan Bart van Beek, the head of the studio, tasked his team of engineers with developing a cutscene creation tool for the Decima engine.

Creating cameras in-engine significantly sped up the production process. The team was able to use procedural cameras as a base and bake animations, allowing for quick camera adjustments. This simple tool allowed Ismael's team to bring in colleagues from the robotics and environment lighting departments, who had already completed their tasks. Thus, scenes were prepared almost at the last minute, when the project was in the final pre-delivery stage. This approach not only streamlined the workflow but also improved the visual quality, which ultimately had a positive impact on the final project.
When involving a significant number of people in camera setup, it is important to simultaneously increase the number of employees responsible for reviewing the footage. This is especially true if the shoot resulted in more than 22 hours of footage. The team decided to hire a freelance director of photography to analyze the scenes, first familiarizing them with the shooting style. Additionally, a marketing specialist was brought in to help promote the project more effectively.
This method helped standardize scenes created in Motion Builder or Maya, as the final geometry of the environment was not taken into account when setting camera angles in these programs. This made it easier for the team to make adjustments to these shots during the final stages of development, which increased overall efficiency and the quality of the final product.

Results
Ismael's team created 522 scenes and developed 3,941 plot branches, taking into account Aloy's various decisions. The project utilized 17,018 camera angles, ensuring a rich visual experience. The total cutscene time is 22 hours, 12 minutes, and 39 seconds, allowing you to dive deeper into the game's plot and atmosphere.

Creating a roller coaster with diverse architecture but a unified conceptual approach is the result of meticulous work and collaboration. Ismael emphasizes that this task would not have been possible without the support of his cutscene team, creative partners, casting assistants, mocap assistants, as well as the actors and crew. Each participant in the process made a unique contribution to the production of the game, which made the project successful and harmonious.

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San Francisco in a thousand years: creating the world and settlements in Horizon: Forbidden West
San Francisco in the future, a thousand years from now, Horizon: Forbidden West is a unique blend of nature and technology. In Horizon: Forbidden West, the developers meticulously crafted a stunning world filled with diverse settlements. Each reflects human adaptation to a changing ecosystem and new living conditions.
The game showcases how nature reclaims the city, restoring the ecosystem and creating a new society. Settlements in Horizon: Forbidden West are designed with an emphasis on the harmony of humans and nature. Players can explore each settlement, immersing themselves in the culture and lifestyle of the locals, fostering a deeper understanding of the game world.
The creation of these settlements has become an important part of the gameplay and narrative. Each settlement is unique, with its own traditions, architecture, and survival methods. This makes the world of Horizon: Forbidden West not only visually appealing, but also rich in content that encourages players to explore and learn.
Thus, San Francisco, a thousand years from now, in Horizon: Forbidden West becomes not just a backdrop, but a key element that unites the game's story and its characters, emphasizing the importance of interaction with the environment.
Profession 3D Artist
This course will teach you Autodesk Maya, Blender, Houdini, Substance Painter, and Photoshop from scratch to a professional level. Learn 3D modeling and add more than 20 practical works to your portfolio, and become a sought-after 3D artist. In a year, you will master a profession in demand in the film and gaming industries. Pictured: work by course participant Dmitry Danilov.
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