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Trailer

RESIDENT EVIL 5

In-game Cinematics

The Resident Evil franchise has a long history of well-crafted and exciting CG cinematics. With each game in the series, Capcom has further refined the sophistication of their filmmaking techniques. To continue this trend with Resident Evil 5, Capcom asked yU+co to craft the direction, lighting, mood and texture of 80 minutes of in-game cinematics.

In-game screenshots

  • Resident Evil 5
  • Resident Evil 5
  • Resident Evil 5
  • Resident Evil 5
  • Resident Evil 5
  • Resident Evil 5

Case Study

  • Resident Evil 5
  • Resident Evil 5
  • Resident Evil 5
  • Resident Evil 5
  • Resident Evil 5
  • Resident Evil 5
  • Resident Evil 5
  • Resident Evil 5
  • Resident Evil 5

The process began by breaking down the script from Capcom for revisions and dialog polish. Shotlists and storyboards were prepared for 47 discrete scenes.

Concept art was created to define the look and tone of the major scenes and environments.

Actors and a stunt team were utilized in a full scale green screen video shoot to determine camera blocking and action choreography.

The live action footage was used for reference while creating CG previsualizations of key scenes by The Third Floor.

All scenes were performed on a motion capture stage. A state-of-the-art virtual camera, originally developed by James Cameron, allowed us to capture dynamic handheld footage within the computer scene.

Perfect lip-synch was achieved by running facial capture and ADR recording simultaneously.

Final animation within the proprietary game engine and edit was done in Japan.

Final animation within the proprietary game engine and edit was done in Japan.

Final animation within the proprietary game engine and edit was done in Japan.