Media Stream Virtual Sports - Football
Virtual Football Game
Real life football. Producing a Virtual Sports game for users so realistic it appears lifelike in its animation.
UNIQUE PROPERTIES / PROJECT DESCRIPTION:
Through the use of state of the art motion capture technologies using professional football players, an animated football game has been produced so lifelike in its appearance it mirrors that of a real game. No match is ever the same, all unique in their outcome.
OPERATION / FLOW / INTERACTION:
The Virtual Football game is operated using a combination of highlights put together from the collection of real life animations. In regards to transformation, all games are unique, as no highlights are ever used in the same sequence to complete a match. The player who watches the game predicts the outcome before the match begins.
PROJECT DURATION AND LOCATION:
The project started in June 2013 in Lichtenstein, and the product continues being improved and developed to present day.
FITS BEST INTO CATEGORY:
Computer Graphics and 3D Model Design
PRODUCTION / REALIZATION TECHNOLOGY:
Using motion capture technologies and 3D censors through Vicon, all motions of players in different playing situations and scenarios were recorded over a period of one month. Throughout this process, Global Bet were able to capture tens of thousands of different movements associated with a typical game of professional football. Once these movements had been collated, the team of highly skilled animators transformed these raw motions into game play animation for use in the Virtual Football product.
SPECIFICATIONS / TECHNICAL PROPERTIES:
As a non-physical design, 3D Studio Max software was used to combine the multiple recorded motions into realistic lifelike animations.
football, virtual, animation, user experience, 3D design, innovation
Type of Research: Studying the motions of real football players in a game environment, and analysing how realistic these motions are in publicly available animated football products.
Research Objective: To find a process and technology through which a Virtual Football could be produced as lifelike as possible.
Methodology/Data Collection etc: Market Research. Student data. Interviews and Focus Groups.
Effect of the Research: Decisive in its conclusion that at the time, there were no Virtual Football Games that were realistic enough to mirror that of the real thing publicly available.
There was nothing available like this produced before. This was something that needed to be started from an idea, and a passion for football and animation, which was then translated into a reality.
TEAM MEMBERS (5) :
Daniel Grabher, Yassine Hamouche, Robert Toth, Stuart Trigwell and Diego Fernandez
Yassine Hamouche - Chief Design Officer (CDO)