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Motion Capture is Big Focus in Metal Gear Solid V: The Phantom Pain

MGS
Julien Merceron has been in gaming industry for a very long time. He has worked his way through the likes of Eidos and Square Enix before becoming Konami’s worldwide technology director in 2013. Right now he is focusing on the Konami’s most technologically ambitious title yet – Metal Gear Solid V: The Phantom Pain.

In an interview with GameInformer, he talks about his experiences in the past with the Japanese developers, explaining how Square Enix has different processes and different structures as compared to the western developers and why he had to go through a learning curve to really develop an understanding of the technology before he could bring change to them.

Then he talks about his days at Konami, that things are relatively easy in the organization, from the very first day in the office, he felt at home. It was because of the tecnhology that was available at Konami.

Hideo Kojima has traveled all over the world and he has the knowledge of all the technology that is available worldwide. Merceron first task was to work on the Fox Engine and it had to be aligned with whatever Hideo Kojima wanted to do.

Kojima is really pushing the limits of Fox Engine with Metal Gear Solid V: The Phantom Pain by trying to do something completely different, with most of the focus going in to the motion capture of the game rather than making a graphical cinematic experience like most of the Japanese titles.

The mission structure of Metal Gear Solid: The Phantom Pain is specially crafted to suit the play-style of different players.

With Fox Engine, Kojima is trying to bring something entirely new to the Japanese games. Metal Gear Solid: The Phantom Pain will include some of the advancements that are not present in the Ground Zeroes.

Julien Merceron doesn’t want the Fox Engine to be limited to the consoles; he wants it to be the first choice of PC developers as well as Mobile game developers who can use it to develop different genre games.