CaptiveMotion will be scheduling meetings in their private space at Moscone South Hall A as part of Game Connection 2009. In addition to the unveiling of several generational tech demos and a sneak preview of an unreleased Anime trailer, CaptiveMotion will be showing real-time demos of their patent pending Ultra High Fidelity Performance Capture technology called Embody.
“A common misconception with game designers is that our product has too much overhead to be used in real-time,” stated Adam Kraver, the chief architect for Embody. “That is simply not the case and this year we will not only show our technology running in real-time at GDC, we are giving away the code that shows how it is done.”
According to Operations Vice President Mark Carson, the real-time code just reinforces one of the strengths of CaptiveMotion. “Sure, we can run it in real-time. Most of us come from the gaming industry and we built this product specifically to support pipelines in that industry. Real time code is simple, it has to be. We build custom pipelines for clients as a matter of course and we need to understand even the most complicated applications.”
With over three years of development, CaptiveMotion’s Embody was built specifically to remove client risk during production and to provide easy access to VFX and Film quality facial animation in the large quantities required for the game industry. CaptiveMotion is prepared to revolutionize the gaming industry's facial performance capture needs.
About CaptiveMotion LLC
CaptiveMotion, LLC, a global provider of Ultra High Fidelity Performance Captures services, is headquartered in Tempe, Arizona. For more information regarding CaptiveMotion custom products, please visit www.captivemotion.com.
Mark Carson, 480-899-6222