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Indiana Jones and the Emperor's Tomb
Development Report (January 17, 2003)
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Not seen for over two thousand years, the Heart of the
Dragon is an immensely powerful artifact, a black pearl
that gives its possessor the frightening ability to shape
the minds and wills of others. In 1935, heeding rumors that
it lies buried within the crypt of China's first emperor,
an underground Asian society called the Black Dragon Triad
has joined forces with a German mercenary, Albrecht Von
Beck, to find and recover it. Lest this unholy alliance
gain the treasure and use it for unscrupulous ends, businessman
Marshal K'ai has recruited none other than Indiana Jones
to return it to the government of China. Naturally, this
task will not be simple; just entering the burial chamber
will require traversing the world to acquire and assemble
the three scattered pieces of the Dragon Seal, the key to
unlocking it.
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Indiana Jones and the Emperor's Tomb is the third-person
fusion of action and adventure in which our hero, aided
by K'ai's stunningly beautiful assistant, Mei Ying, undertakes
a far-ranging quest that spans locations such as the jungles
of Ceylon, an underwater palace in Istanbul, the streets
of Hong Kong and more. Armed with his trademark whip and
pistol, Indy can also improvise by using shovels, chairs
and table legs as weapons, and also brawl hand to hand against
his adversaries, many of whom are skilled in the martial
arts. Combining developer The Collective's state of the
art engine with a rich story and compelling gameplay, the
game is projected to release this spring. In this Indiana
Jones and the Emperor's Tomb Development Report, Art Director
Brian Horton tells us about re-creating the Harrison Ford
title character.
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Building a Better Indy
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My goal for Indiana Jones and the Emperor's Tomb was to
make the most convincing Indy possible, and that meant nailing
the likeness of Harrison Ford. The first thing I did was
grab as much reference as I could on the actor. I purchased
every book I could get my hands on and spent hours on the
web downloading his image. The one thing that's amazing
about Mr. Ford's face is how different it looks from film
to film. I decided to stick with Indy reference; he has
a distinct smirk that permeated the Indy reference I gathered.
I also decided to narrow my reference to Raiders and Temple
of Doom as we were going for an Indy that predates all of
the films.
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I was fortunate to tap into one of the most complete Indy
reference galleries I'd ever seen with our Senior Environment
Artist, Bob Donatucci. He had calendars, storybooks, cards
and magazines that gave me most of my texture reference.
From these pictures, I pulled the most neutral front, 3/4
and profile shots, and started building Indy's head. These
different angles were projected on flat planes in Max to
get the proper proportions and facial relationships. The
face started low, around 800 polys, and I would divide the
planes as I continued to massage the specific details.
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Usually, when modeling a face or body, I only model one
side and mirror the face when I'm done, not the case with
Indy. The greatest thing about Harrison's face is the asymmetry,
his nose turns slightly to the left, his top lip is higher
on the right than the left, and of course you can't forget
the scar on the left side of his chin and the mole to the
left of it. His eyes were very difficult to capture, the
lids are buried under his brow and turn down slightly. On
either side of his nose are heavy laugh lines that I modeled
into the form as they make for another important landmark.
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When the mesh was complete, the head alone was 2,500 polys,
more than many of the characters I've modeled in the past.
Since I had so much detail in the model, I opted to remove
as much shadow detail from the texture map as possible;
all I really needed was the general skin texture and color
to complete the illusion. A static model of Indy was only
half the battle as we have complete lip-syncing technology
with our game. The technology will allow us to create eye,
brow and mouth movements dynamically throughout the game.
We model all of these shapes into the mesh on morph channels.
For the mouth, we create all the vowels and consonants as
well as different emotional states. When Indy is doing an
attack, you'll see trademark Harrison Ford scowls, the same
goes for pain, and that unforgettable smirk.
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The power of current PCs and next generation consoles
like Xbox and PS2 have allowed the artists on this project
to create an Indy we are all proud of, we can't wait for
you to play him this spring.
-Brian Horton Art Director, Indiana Jones and the Emperor's
Tomb The Collective
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