Naughty Dog Animator Shares Thoughts on Mass Effect: Andromeda Animation Backlash
Naughty Dog animator Jonathan Cooper has shared his thoughts on the criticism over Mass Effect: Andromeda’s facial animations. Cooper, who was a developer on Mass Effect 1, took to Twitter for a length series of posts that you can see the text of below.
Mass Effect: Andromeda has earned a fair amount of derision over the odd animations, with one former developer on the game receiving a massive amount of abuse after she was misidentified as the lead facial animator.
“Folks have been asking so here are my thoughts on Mass Effect Andromeda’s animation. Hopefully people will better understand the process,” Cooper wrote. “First though; going after individual team members is not only despicable, but the culprits and choice of target revealed their true nature. Just as we credit a team, not an individual, for a game’s success, we should never single out one person for a team’s failures.”
He continued, “That said, animating an RPG is a really, really big undertaking – completely different from a game like Uncharted so comparisons are unfair. Every encounter in Uncharted is unique & highly controlled because we create highly-authored ‘wide’ linear stories with bespoke animations. Conversely, RPGs offer a magnitude more volume of content and importantly, player/story choice. It’s simply a quantity vs quality tradeoff. In Mass Effect 1 we had over 8 hrs of facial performance. In Horizon Zero Dawn they had around 15. Player expectations have only grown. As such, designers (not animators) sequence pre-created animations together – like DJs with samples and tracks.”
After sharing a look at the conversation tools for Dragon Age Inquisition and The Witcher 3, Cooper said, “Both tools make it fast to assemble from a pool of anims. Because time denotes not every scene is equally possible, dialogues are separated into tiered quality levels based on importance/likelihood. The lowest quality scenes may not even be touched by hand. To cover this, an algorithm is used to generate a baseline quality sequence. Mass Effect 1-3 populated default body ‘talking’ movement, lip-sync and head movement based on the dialogue text. The Witcher 3 added to this with randomly selected body gestures that could be regenerated to get better results.”
Turning to Andromeda, he said that the game “seems to have lowered the quality of it’s base algorithm, resulting in the ‘My face is tired’ meme featuring nothing but lip-sync. This, presumably, was because they planned to hit every line by hand. But a 5-year dev cycle shows they underestimated this task. (All this is exacerbated by us living in an era of share buttons and youtube, getting the lowest quality out to the widest audience.) Were I to design a conversation system now, I’d push for a workflow based on fast and accessible face & body capture rather than algorithms. While it hasn’t 100% proved this method, Horizon Zero Dawn’s better scenes succeed due to a use of facial mocap.”
He finishes, “The one positive to come out of all this is that AAA story-heavy games can’t skimp on the animation quality with a systemic approach alone. The audience has grown more discerning, which makes our job more difficult but furthers animation quality (and animators) as a requirement.”