Unlocking the Power of Performance Capture Technology in Squadron 42
Cloud Imperium's long-awaited space trading title, Star Citizen, has been in development for over a decade, raising over $867 million through crowdfunding. With a launch window set for 2027 or 2028, its single-player spin-off, Squadron 42, is expected to release next year, featuring a star-studded cast, including Gary Oldman and Henry Cavill. To create digital replicas of these actors and other characters, Cloud Imperium partnered with Clear Angle Studios, a Hollywood VFX company specializing in scanning technology. Clear Angle's head scanning system, Dorothy, utilizes 76 cameras and 1,500 lights to capture 3D and 4D textures. The company collaborated with DI4D and TexturingXYZ to launch a new 4D facial performance capture service, which was used to create custom characters and NPCs for Squadron 42. In an interview, Clear Angle's founder and director, Dominic Ridley, discussed the collaboration, stating that the three companies worked seamlessly together, each contributing their expertise to the project. Ridley emphasized the importance of defined roles, allowing each company to focus on their strengths without overlapping work. The end result was a high-quality, photorealistic character creation process that met Cloud Imperium's demanding standards. When asked about the potential for photorealistic graphics, Sean Tracy, Cloud Imperium's senior director of tools, tech, and content, stated that there is still room for innovation, particularly in performance capture. He emphasized the importance of representation, ensuring that human experiences and appearances are authentically captured. Tracy also noted that the technology is designed to benefit all players, regardless of their platform, and that Cloud Imperium has developed a system that can be integrated directly into Star Citizen and Squadron 42. The implementation of this technology allows players to experience advanced capabilities within the game itself, without the need for third-party solutions. Ridley explained that Cloud Imperium's use of performance capture technology involves capturing 3D scans with Dorothy and then using head-mounted camera data to track the movement of the face. This process allows for high-res scans that are driven by the performance from the head-mounted camera, creating a more realistic and immersive experience. When asked about the affordability of performance capture for smaller studios, Tracy stated that advances in technology have made it more accessible, with more affordable hardware and software options available. While high-end setups can still be costly, there are scalable solutions available for indie developers, making it easier for them to integrate this technology into their projects. Clear Angle's goal is to collaborate with more game studios in the future, advancing their technology and making it available to a wider range of developers.