With games getting more and more photorealistic by the year, it’s not a very big surprise that one of the most-anticipated upcoming games, which talks about blurring the line between robots and humans, should have great graphics. E. Gaffney tells us about the Detroit Become Human modeling process for his own character.
In Detroit Become Human, players will take on the role of three different androids in a setup similar to one of David Cage’s first games, Fahrenheit (otherwise known as Indigo Prophecy), or another game of his, Heavy Rain. Gaffney, in an interview with Mammoth Gamers, took us through the Detroit Become Human modeling process that led him to become his characters in the game.
Gaffney’s efforts to be in the game began like so many others: with an audition. Gaffney was brought in and asked to read through a scene with the game’s casting director, and received a callback when they liked his audition. Several other auditions followed, including two other roles over video because Quantic Dream wanted to test his range.
Following his acceptance of the role that they offered him, the Detroit Become Human modeling process began. Like many other motion-capture-focused games, Gaffney had to go through a number of 3D facial scans and between 3- and 500 photos to ensure accuracy in his facial modeling.
After months went by and Gaffney did another audition to make sure the producers still wanted him, he finally was able to act, a full year after first auditioning. Gaffney’s efforts have given him multiple roles of both humans and androids in the game, some with his voice but not his face, others with his face but not his voice, while others are just using his motion capture data.
All of this work will help the Detroit Become Human modeling process by allowing players to have their characters react realistically to the various ways their stories could unfold.
Detroit: Become Human will be releasing on May 25 of this year exclusively for the Playstation 4.