Raven Director David Pellas Goes In-Depth on Call of Duty: Modern Warfare Remastered

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Activision had its biggest segment operating income second quarter and first half year, ever, with continued momentum on Call of Duty _ , including on catalog sales, __ Season Pass __ , map packs and micro-transactions, and continued engagement on Destiny

Hardcore Gamer was at Call of Duty XP in Inglewood all week long, immersing ourselves in everything Call of Duty. We’ve already posted our hands-on impressions of Infinite Warfare and a myriad of news, but now it’s time to delve deep into the inner-workings of this year’s releases. After talking with Infinity Ward about Infinite Warfare’s multiplayer and Lee Ross about Zombies in Spaceland , we sat down for an extended roundtable with Raven Software Studio Director, David Pellas, to learn about the process of remastering Call of Duty: Modern Warfare. The session ended up being refreshingly candid and brought forth multiple revelations about the development of the title.

safety and protection concept. young man work as military man protecting country, wearing military forces clothes and holding gun in smoky UV spaceIt was far more complicated than that. So the methods of which MoCap is captured have changed significantly in the last nine years, almost as much as game engines have changed. We are very fortunate at Raven to have a Mocap studio on site as well as facial capture and a lot of other technologies that help us punch this. I won’t say that we weren’t able to use any of the animation data, because i believe that we used a lot of it and then added detail and more natural movement to scenes, but we did a lot of new MoCap. Some scenes we just couldn’t get the data to line up right and the timing felt off, and it wasn’t because we changed the timing it’s because the systems had fundamentally changed and we needed to make sure that that still felt right. So our animation team and our MoCap team have done a ton of work and we’re very proud of that work. So yeah I would say it wasn’t an easy thing to just take it and ‘copy and paste’ it and you’re good. There was definitely a lot of time put into that.

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I think the team would be real excited if we did. Right now we’re very focused on getting this game done on time, so we’re very focused on that right now. And with the announcement of the six additional we’re already working on those. So what comes post launch? We have full intention to support this FPS game skins post launch in a variety of ways. Some of those ways I can’t really talk about, but the maps are definitely something that we’re going to be doing.

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Blizzard had the biggest quarterly online player community in its history, with MAUs A of 33 million, up 29% quarter-over-quarter and 13% year-over-year. This reflects the successful launch of Overwatch _ ® _ * and strength across the broader portfolio, including _*Hearthstone _ ® _ : Heroes of Warcraft _ ™ , which had record quarterly MAUs A , and World of Warcraft _ ® _ , __ which had double-digit MAU A growth quarter-over-quarter and year-over-y

[David Pellas] It was always the intention. So what happened when were first started this project, we had to establish the visual bar we were going to hit for this remaster. The team did really did deep dive and figured out what we wanted to do and we were able to achieve that high bar and we started on the next maps. We quickly realized that we didn’t have enough time to do all 16 maps to that visual quality bar in the time that we had left in order to ship day and date with Infinite Warfare. So we worked with our partners at Activision, and we determined that we felt really confident that we could get the 10 maps done and get the bar that we wanted in that time frame. We decided that that is what we were going to focus on, but we had always planned on shipping the additional maps, but the timing just wasn’t right for it.

I agree that that’s classic, however, when we popped that in there it did not look good. It really looked dated and it didn’t feel like it belonged in this modern space with this game, especially with all the other improvements we made along the way. So we figured out what the timing was for the ADS and decided we could not deviated from that in our limits. Then we created the animation that moves up and it feels more natural because you connected to your weapon a little bit more and at the last minute if you noticed it, it still pops. We felt that that was an important part, but we ended up doing more of an animation into that. So those are just a couple of different ways we took that.

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