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Through the
looking glass (top left).
TimeGate houses human avatars, goblins, elves and wizards.
Televirtual's
sophisticated VR production suite has been put to use on a revolutionary
interactive adventure game set in a sword-and-sorcery world the size of a
large English county and as unpredictable "as a Beirut street,"
says its chairman.
20 years
ago, dragons used to kidnap celebrities and transport them by London
Underground to the planet Arg, where they would be made to play games for
the entertainment of angry aspidistra.
Patrick
Dowling's concept for BBC2 cult hit The Adventure Game introduced
the idea of interactive puzzle-solving and fantasy to a TV audience.
If the set
and graphics were primitive (titles were created on a BBC Micro computer),
the format, including the "virtual death" of participants who
failed to cross the Vortex space-bridge, signalled the emergence of a new
genre.
East Anglian
production company Televirtual (formerly Broadsword Television) has been
pioneering such dramatised gameshows ever since.
Its Knightmare,
an ITV children's show which ran for 8 series (1987-94) made extensive use
of Cromakey (blue screen) technology. Cyberzone, commissioned for
BBC2's Def II slot by Janet Street-Porter, was the world's first
virtual reality TV show.
"The
technology restricted our ability to reproduce proper VR worlds either in
the studio or on screens," chairman Tim Child admits. His new project
TimeGate "is the coming-of-age of our virtual production
techniques," the culmination of six years of research and £4m of
investment (including substantial EU funding).
A pair of
contestants must interact with the world's inhabitants using whatever
clues they find to perform a series of tasks on the way to picking up a
cash prize.
One player
resides in a museum-style studio set with a "god's view" of the
VR world via an immersive table top (actually a Barco Baron).
They
communicate verbally with a partner or "dungeoneer," who only
appears as an avatar and is hidden off camera. They get a much more
restricted first-person view of the world.
Not all
creatures are there to help. "Combat could result forge allegiances
with other characters." What sets TimeGate apart is the degree
of interactivity accorded to up to 30 virtual characters, plus the
maturing of techniques that are used to "virtually clone" a real
person.
"We
could have used motion-capture rigs or body suits, but we wanted to make
the whole system accessible to TV producers without the aid of computer
programmers," Child observes.
Using a
process called photogrammetry, a 3D electronic representation of a
contestant's face can be built in under two minutes from just two still
images. The head is attached to a series of body movements and walk-cycles
captured offline.
"It was
as much as we could do to control one character in 93; not we can control
multiple characters. Unlike conventional computer games, players can't
easily predict their response," he says. "We've pre-programmed a
series of movements and gestures for each character, since it would be too
complex to puppeteer them live, but their dialogue is directly connected
to the scene via a natural language programme."
A
broadcaster could also choose to enhance the interactivity by choosing a
different character's view of the scene.
All this
information, along with a library of non-speaking characters, lighting
effects, lip-sync and sound are processed through a proprietary PC-based
real-time animation pipeline (RAP).
But the practicalities
of production are governed by factors that exist in any soap: scene
construction, performance/rehearsal-time and equity fees," Child
adds.
The pilot
for the 60 minute show was co-produced with Fremantle-Thames, and includes
an online revenue stream. "Building the graphics costs a lot of money
but if the online community is also paying to play an online version of
the game, production costs become feasible."
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