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Adam Rosas Interview & CE Zombie Information

An interview with Treyarch's Lead Cinematics Animator and Motion Capture Director, Adam Rosas. As well as some information on the Collector Edition Zombie maps and a new voice actor confirmation.
The official Black Ops website (aka CoDHQ) started off this interview series a few weeks ago when they interviewed » lead multiplayer designer David 'Vahn' Vonderhaar.
In the latest interview they talk to the lead man for animating the cinematics and directing the motion capture, Adam Rosas. With the new technology that is featured in Black Ops, such as the same one used for Avatar, you can count on this being an interesting read.
Catch the interview below and thanks to Ice Kold Killa for letting us know!
Adam Rosas InterviewZombie Maps in Collector’s EditionsQ: What has your role been in the development of Call of Duty: Black Ops?
I am the Lead Cinematics Animator and Motion Capture Director. As the Lead Cinematics Animator, I, along with a group of amazing animators, was responsible for all in-game storytelling scenes, acting scenes and unique level vignettes.
On Call of Duty: Black Ops, the story and the way it was told was a main focus and I worked closely with writer Craig Houston to insure the animation and story department were on the same page. We knew that in order to tell a deeper and more compelling story, our game characters needed to show emotion better and have more fidelity to their performance.
In order to increase the animation quality we developed a few new techniques to bring our characters to life in a more believable manner, two of which were Full Performance Capture (FPC) and Tension Maps. FPC is a technique that captures body and face motions while recording the actor's vocal performance all at the same time. This is beneficial because previously we would record in three passes (body motion first, then record sound, then animate the face) and FPC enables us to capture all at once, thus maintaining the actors' quality of performance.
Another breakthrough technique, Tension Mapping, was developed to show character lines on the faces such as crow's feet, forehead wrinkles and the creases around the mouth and nose. These lines help define the emotional state each character is in, and add to the believability of the performance.
Directing Motion Capture on Call of Duty: Black Ops was a blast, but it was not without its challenges. Being that Motion Capture involves scores of cameras tracking the actor who is wearing a suit with tiny reflectors, a typical Motion Capture stage is very barren with very little “props” allowed on stage. I would set the scene for the actors and describe the action coming and going from the scene to help them understand the action and find the appropriate motivation. It's very important I understand the design and story progression for each level in order to be able to answer any question the actors may have and properly describe the scene. I was fortunate to work with talented actors that brought so much emotion and quality to the scenes. We also worked with amazing stunt and physical actors that understand game development well. Every actor gave 110% every day and the ones that were new to this process did a great job opening their minds to a new “stage” that is game development.
Q: You brought on US Army Major John Plaster and former Soviet special forces operative Sonny Puzikas as consultants. How did they assist with the game's look and feel? Did they add any motion capture to Black Ops?Meeting Major John Plaster and Sonny Puzikas was an absolute honor and pleasure. They both have unique perspectives and approaches to combat but it made for a fantastic juxtapose between the two. Meeting with them gave us an authentic perspective of battles, psychology and tactics.
Major Plaster didn't suit up for motion capture but he did give us an insight to the amazing men he served with. These soldiers were the best of the best and were very intelligent, quick thinking tacticians with extraordinary discipline. They had a strong bond and trust in each other that truly inspired us all. Major Plaster's insight and stories gave me a better idea on how to direct the actors on stage. Being able to paint a picture of motivation and background from both his perspective and the MACV/SOG stories gave the actors' performance a quality of authenticity. The emotions the actors were able to tap into was due to having an understanding of Major Plaster's world.
On the cinematic side, Sonny Puzikas played a key role in helping us understand the actions and motivations unique to Spetsnaz which, in directing the actors, aided me to paint an appropriate picture. Sonny's input on Russian Special Forces helped me establish a good basis for the mentality needed for the actors to fill the more unsympathetic and mysterious roles.
Q: The story of Black Ops deals a lot with psychological warfare. What was it like capturing scenes focused on the battles within the characters own minds? Did the use of Full Performance Capture make that process easier?
When getting inside the mind of a character, the challenge is for the person playing the game to feel what the character on the screen is trying to portray. To make this connection possible, Full Performance Capture (FPC) was essential in telling our story.
FPC enabled us to capture every detail that the actor was feeling for these psychological and emotional scenes. As described earlier, being that we did not have to break the action into three parts, we could get to the depth of the scene and focus on game play mechanics so that our players feel they are completely immersed.
Q: What's been your most memorable experience in the months leading to launch?
A memorable moment for me was when I played our game in its entirety for the first time—I got caught up in the excitement! For a while, there were many components and levels being developed in parallel and the game was not completely assembled. But when the levels and all their components were stitched together, I was able to play the game from beginning to end and I got lost in the fun. I felt honored to be a part of something so special. The brotherhood and camaraderie the team shared as we got closer and closer to the end was inspirational. Yes, the intensity and stress increased as we got closer to the finish line, but this team has an amazing bond and because of this, every day you could see significant growth in the game.
Q: Anything in particular you'd like to say to all the Black Ops fans out there?
This one is for you. We never lost sight of our audience and we worked hard to create a game that is compelling, fun and long lasting. — CoDHQ »

As you should most likely know by now, if you pre-order the Prestige Edition and Hardened Edition then you will receive the 4 Zombie maps from World at War as well as the new Zombie maps that will be on the disk in every edition. But what changes have been made to our beloved Nacht der Üntoten, Verrückt, Shi No Numa, and Der Riese maps? A new blog post on the CoDHQ » answers this question.
Because of the improved engine, the maps have been upgraded with "amazing graphical and audio improvements". But that's not all. You will be able to dive to prone to escape the deadly swipes from the Zombies, and the famous voices from the characters that appeared in and after Shi No Numa will be included in the first two maps, Nacht der Üntoten and Verrückt.
The Mystery Box does return but instead of containing World at War weapons, it will include the deadliest weapons from Black Ops. So that means that you can begin slaying Zombies with AK-74u's, M-15's, RPK's, Spas Shotties, and many more. But if these weapons aren't strong enough for you, then upgrade them in Der Riese's Pack A Punch machine in order to create "some of the most devastating weapons the Call of Duty franchise has ever produced".
This is a perfect opportunity for those who haven't yet experienced these 4 maps or those who just want to re-live the magical moment once more. So in order to get the full co-op experience with old and new maps, make sure you pre-order the Hardened or Prestige Edition today. Many retailers have already ran out of stock of the Collector Editions, so you may want to hurry before more follow.
New Voice Actor Announced
As Geektown » reports, Black Ops' strong cast has just got even strong, and sexier... Gary Oldman's return as Reznov and Ed Harris' introduction to the cast was announced a few months ago (details here ») and a Entourage star has now joined them.
Canadian actress Emmanuelle Chiriqui was confirmed as a voice actor in a MSN Canada phone interview with Treyarch game director Dave Anthony. Although not much is known about her role, Dave did mention that her "character is someone who is mysterious, elegant, sexy and with a hint of playful". He went on to say that the game's "story is full of mystery and intrigue" and that it's "probably the most ambitious narrative" they've ever attempted.
Emmanuelle's character will weave in and out of the game's narrative and she will be known for a set of numbers rather than a name. Dave mentioned that working with her was a joy and that she nailed the job of voicing the character as "she can deliver the sexy side but also more subtle performances as well".
She has been in many movies and TV shows such as You Don't Mess with the Zohan and The O.C., but her most notable appearance is in Entourage in which she plays Sloan McQuewick.
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I am the Lead Cinematics Animator and Motion Capture Director. As the Lead Cinematics Animator, I, along with a group of amazing animators, was responsible for all in-game storytelling scenes, acting scenes and unique level vignettes.

