{"id":910,"date":"2010-02-05T09:25:00","date_gmt":"2010-02-05T14:25:00","guid":{"rendered":"http:\/\/galaxyalex.com\/?p=910"},"modified":"2010-02-05T09:25:00","modified_gmt":"2010-02-05T14:25:00","slug":"five-question-friday-david-cumbo-cinematic-layout-artist-at-insomniac","status":"publish","type":"post","link":"https:\/\/galaxyalex.com\/?p=910","title":{"rendered":"Five Question Friday: David Cumbo, Cinematic Layout Artist at Insomniac"},"content":{"rendered":"<p><span style=\"font-size: small;\">In this latest installment, we get enjoy the musings of one Mr. David Cumbo.&nbsp; David currently works for <a href=\"http:\/\/www.insomniacgames.com\/\">Insomniac<\/a> as a cinematic layout artist (aka &#8220;cutscene guy&#8221;).&nbsp; <\/span><\/p>\n<div style=\"font-family: inherit;\"><span style=\"font-size: small;\"><br \/><\/span><\/p>\n<div class=\"separator\" style=\"clear: both; text-align: center;\"><a href=\"http:\/\/1.bp.blogspot.com\/_hU3PO1VZHQA\/S2wrBxojQ2I\/AAAAAAAAAfY\/XthPXu5v9HE\/s1600-h\/rc.PNG\" imageanchor=\"1\" style=\"margin-left: 1em; margin-right: 1em;\"><img loading=\"lazy\" decoding=\"async\" border=\"0\" height=\"320\" src=\"http:\/\/1.bp.blogspot.com\/_hU3PO1VZHQA\/S2wrBxojQ2I\/AAAAAAAAAfY\/XthPXu5v9HE\/s320\/rc.PNG\" width=\"273\" \/><\/a><\/div>\n<p><span style=\"font-size: small;\"><br \/><\/span><br \/><span style=\"font-size: small;\"><br \/><\/span><\/div>\n<div style=\"font-family: inherit;\"><\/div>\n<div style=\"font-family: inherit;\"><b><span style=\"font-size: small;\">#1 &#8212; You&#8217;ve been working in the VG industry for a while now (Ratchet and Clank, Resistance, etc.).&nbsp; What piece are you most proud of?<\/span><\/b><\/div>\n<div style=\"font-family: inherit;\"><span style=\"font-size: small;\"><br \/><\/span><\/div>\n<div style=\"font-family: inherit;\"><span style=\"font-size: small;\"><span style=\"white-space: pre;\"> <\/span>-I worked on <a href=\"http:\/\/www.insomniacgames.com\/games\/ratchet_clank\/\">Ratchet: Future<\/a> 1 and 2, and <a href=\"http:\/\/www.insomniacgames.com\/games\/resistance\/\">Resistance <\/a>2. &nbsp;Of those, I think we did the best work on Ratchet Future 2, which is good since it&#8217;s the last game we did. &nbsp;The quality of the work produced was higher and the story was more cohesive.<\/span><\/div>\n<div style=\"font-family: inherit;\"><span style=\"font-size: small;\"><br \/><b>#2 &#8212; How does directing a cut-scene cinematic compare with directing a movie? &nbsp;<\/b><\/span><\/div>\n<div style=\"font-family: inherit;\"><span style=\"font-size: small;\"><br \/><\/span><\/div>\n<div style=\"font-family: inherit;\"><span style=\"font-size: small;\"><span style=\"white-space: pre;\"> <\/span>-Game cinematics are made through a variety of means. &nbsp;Most typically, they use game assets rather than custom models. &nbsp;Often, the game models are up-res&#8217;d to accommodate close-ups and various cinematic needs. &nbsp;We&#8217;re limited in many ways compared to film production. &nbsp;We need to work within the confines of the game engine and its custom cinematic tools. &nbsp;In addition, all assets to be animated need some degree of rigging to allow the engine to recognize their movement. &nbsp;We need to think creatively to get around all these limitations. &nbsp;Maybe we want a close up but the model is too low-res so we need to figure out a different shot. &nbsp;Our cinematics are frequently located in spaces shared with gameplay. &nbsp;Since fun gameplay is our highest priority, we may need to make different choices in the scenes. &nbsp;In film, temporary adjustments can be made to get the shot working and then moved back. &nbsp;Other than the aforementioned limitations, the creative nature of making a movie is identical to animated film production.<\/p>\n<p><b>#3 &#8212; What game are you most jealous of not getting to work on?&nbsp; Why?<\/b><\/span><\/div>\n<div style=\"font-family: inherit;\"><span style=\"font-size: small;\"><span style=\"white-space: pre;\"><br \/><\/span>-Insomniac made <a href=\"http:\/\/www.insomniacgames.com\/games\/spyro\/\">Spyro the Dragon<\/a>. &nbsp;I think I would&#8217;ve enjoyed that one. &nbsp;Don&#8217;t know why, I just think the characters are cool and a good story can be set in that world. &nbsp;I remember digging the original game in high-school.<\/p>\n<p><b>#4 &#8212; What old game deserves a reboot?<\/b><\/span><\/div>\n<div style=\"font-family: inherit;\"><span style=\"font-size: small;\"><span style=\"white-space: pre;\"> <\/span>-Of Insomniac&#8217;s? &nbsp;I suppose Resistance is a sort of advancement of <a href=\"http:\/\/www.insomniacgames.com\/games\/disruptor\/\">Disruptor<\/a>, but I think the sci-fi world in that game is interesting and could use a modern lift. &nbsp;Of course, Spyro was awesome. &nbsp;But hey, as far as my favorite lost series? &nbsp;<a href=\"http:\/\/en.wikipedia.org\/wiki\/Day_of_the_Tentacle\">Day of the Tentacle<\/a>&#8230; <a href=\"http:\/\/en.wikipedia.org\/wiki\/Earthworm_Jim\">Earthworm Jim<\/a>&#8230; <a href=\"http:\/\/www.gamespot.com\/n64\/action\/jetforcegemini\/index.html\">Jet Force Gemini<\/a>&#8230;<\/span><\/div>\n<div style=\"font-family: inherit;\"><span style=\"font-size: small;\"><br \/><b>#5 &#8212; What are you playing now?<\/b><\/span><\/div>\n<div style=\"font-family: inherit;\"><span style=\"font-size: small;\"><br \/><\/span><\/div>\n<p><span style=\"font-size: small;\"><span style=\"font-family: inherit; white-space: pre;\"> <\/span><span style=\"font-family: inherit;\">-To be honest, I don&#8217;t play an awful lot of games outside of work since I have to sit at a computer screen all day \ud83d\ude09 &nbsp;BUT, I have recently been playing <a href=\"http:\/\/banjo-kazooie.com\/default.htm\">Banjo-Kazooie: N &amp; B<\/a>. &nbsp;That game is amazingly creative. &nbsp;I&#8217;ve always been a huge <a href=\"http:\/\/www.rareware.com\/\">Rare <\/a>fan. &nbsp;The game allows you to beat its challenges in many different ways by constructing your own vehicles to tackle them from different directions. &nbsp;It&#8217;s like playing Mario, but instead of figuring out what they want you to do, you think about what has to be done and make your own way of doing it. &nbsp;It really is impressive how much depth they put in the vehicle creation interface. &nbsp;One of the bravest and most underrated games in the industry today. &nbsp;The last game I finished was <a href=\"http:\/\/ps2.ign.com\/objects\/704\/704950.html\">Haunting Ground<\/a> on the PS2. &nbsp;Lots of fun. &nbsp;I love that type of twisted story and I&#8217;m fascinated by games that put you in a powerless role rather than trying to make you feel like a BADASS all the time. &nbsp;Before that, <a href=\"http:\/\/www.konami.com\/shsm\/\">Silent Hill Shattered Memories<\/a>, which, other than Silent Hill 2, has the best story I&#8217;ve ever experienced in a game. &nbsp;It was beautiful.<\/span><\/span><\/p>\n<p><span style=\"font-size: small;\"><span style=\"font-family: inherit;\">Thanks David!&nbsp; And keep us posted on your latest!<\/span><\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this latest installment, we get enjoy the musings of one Mr. David Cumbo.&nbsp; David currently works for Insomniac as a cinematic layout artist (aka &#8220;cutscene guy&#8221;).&nbsp; #1 &#8212; You&#8217;ve been working in the VG industry for a while now (Ratchet and Clank, Resistance, etc.).&nbsp; What piece are you most proud of? -I worked on [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[37],"tags":[],"class_list":["post-910","post","type-post","status-publish","format-standard","hentry","category-classic"],"_links":{"self":[{"href":"https:\/\/galaxyalex.com\/index.php?rest_route=\/wp\/v2\/posts\/910","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/galaxyalex.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/galaxyalex.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/galaxyalex.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/galaxyalex.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=910"}],"version-history":[{"count":0,"href":"https:\/\/galaxyalex.com\/index.php?rest_route=\/wp\/v2\/posts\/910\/revisions"}],"wp:attachment":[{"href":"https:\/\/galaxyalex.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=910"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/galaxyalex.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=910"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/galaxyalex.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=910"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}