
IGN: The animation has a very particular style, please tell us about the tone and feel you were going for.Īdam: We wanted to make the player's interaction with the seedy underbelly of Liberty City as human and lifelike as possible.

In order to bring this feeling to the cutscenes we did extensive motion capture (mo-cap) for every single one of the cutscenes. But we attempted to set the tone of the game's cutscenes with more than just the quality of the animation, we also used more traditional film techniques to bring about this mood and feel, similar to the techniques of such films as Goodfellas and the Godfather. Just to ensure that we got this feel, we brought on Navid Khonsari as an in-house director at Rockstar to work with DMA's Lead Animator Alex Horton to create this film aspect for the cutscenes.

In a standard game world one can move a camera anywhere they like and use the entire environment to place this camera, but we don't have this convention in the real world so we restricted ourselves to the bounds of real life filming reality. We used master shots, close ups, dolly shots and crane shots, all with the motivation to cast a mood on the player.
