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CGNetworks Production Coverage :: Warhammer 40,000: Dawn of War
Blurring the Line Between Game and Film
An interview with the creators of Warhammer 40,000 cinematics

Leonard Teo, 1 November 2004
Edited by Lisa Thurston

Welcome to Warhammer 40,000's dark, futuristic fantasy universe and its warlike inhabitants! Through an intense, tactical battle between legions of alien warriors created in CG by Blur Studio, players are introduced to THQ's new game title Warhammer 40,000: Dawn of War. Described as 'a piece of computer animation rivaling a blockbuster feature film in production value and dramatic quality', the cinematic is a quick-paced 180 seconds worth of footage both engaging for new players and thrilling for Warhammer's existing fan base. Leonard Teo speaks to Paul Taylor and Dave Wilson (CG Supervisors, Blur Studio) about their work on the cinematic and the passion Blur wrought into it.

Who are Paul Taylor and Dave Wilson, and how were you involved in the Warhammer 40,000 cinematics?

Dave Wilson: I have been here at Blur Studio about two years and Paul's been here forever! Paul and I were the CG supervisors on Dawn of War. Paul handled the Story/Layout and Animation Supervision as well as directing the motion capture performance, while I took care of the Modeling, Lighting and Compositing. Kirby Miller was our FX supervisor and Tim Miller was the Creative Director on the project.

Tell us about the Dawn of War cinematics. What's the story, how did you guys end up doing the cinematics? Were you given a script and designs or was there total creative freedom involved?

Dave Wilson: We do a lot of Game Cinematics every year at Blur, and we've worked with THQ before on a couple of projects. They talked with Relic Entertainment about having us do the intro cinematic. We got a script from Relic/THQ with their initial ideas for the intro. From the outset our biggest concern was the timeframe. We had roughly 3-4 weeks to complete the piece. But after reading the script – and being huge Warhammer 40,000 fans ourselves – we just couldn't turn it down.

Our passion and primary goal presently at Blur is to create feature length CG films. Cinematics like Dawn of War, especially ones where we have an active role in the sculpting the story and action, are a great way for us to evolve our pipeline towards long-format storytelling. Over the last few years we have really structured our pipeline so we can produce high quality work really efficiently. Dawn of War is a great example in that we were able to take it from script and storyboards to final composites in under a month.

The talent at Blur never ceases to astound me. We keep trying to raise the bar and better our work with each project we undertake. The talent and tools we now have at Blur have really allowed us to take our work to the next level, and allow us to concentrate on creating truly engaging and filmic projects.

Relic was very accommodating with incorporating our own ideas into the piece. Obviously we had to stay true to the Warhammer 40,000 universe, but they allowed us the freedom to just make things as cool as we possibly could. So for the first week of the project we just bounced script ideas back and forth and started prepping the layout work. We had to wait a week for the Dawn of War team to finish up on their current projects before they could get started. So we used that time to knock the animatic out of the park and get it started. David Nibbelin did our animatic work on Dawn of War, and after we sat down and had a look at what he'd done we knew it was going to be a great piece. It looked awesome already and got the whole team geared up for the intro.

Paul Taylor: I knew from Relic's initial script that these guys were going to stay true to the spirit of the Warhammer 40,000 Universe. I'm a HUGE geek fan of the Warhammer 40,000 table top game. I have an ork army that I've slaved over with a tiny paint brush and crossed eyes. So, to me, staying true meant a lot of tactical fighting and close combat – melee carnage. In my opinion game cinematics can be, well, boring. They tend to cut away from the action just when it's getting good or even worse, they do long pans with voiceover. Yuck. Or worst of all, they try to tell a 'story' which usually translates into characters standing around flapping their gums spouting a lot of boring dialog. At the very beginning of the project Rob Cunningham (Relic) and I spent a couple days going back and forth on the phone to work out the story points, condensing redundant shots, and trimming out expensive shots. For example, originally there was going to be a looted Leman Russ ork tank rolling down on the space marines. But given the compressed schedule, we had to axe it (so to speak). After we brainstormed and trimmed off the fat, Rob roughly sketched some killer storyboards that had a lot of energy.

 

 
 
 

Can you elaborate on the concept designs for the main characters and environments?

Dave Wilson: We had to adhere quite strictly to the designs of the Warhammer 40,000 characters. The Warhammer 40,000 universe has been around for a while and has a huge fan base so we didn't want to upset anyone by changing anything. Besides, the designs are awesome as they are. Jonathan Dowdeswell, Jay Wilson, Andy Lang and Rob Cunningham at Relic provided us with all the in-game models, texture sheets and in-game animation reference we could ever need! This was awesome and gave us a great base to start our models from. When it came to matching proportions etc, the in-game animations they gave were great and, where we could, we tried to use some of the fighting moves from the game in the intro. The dreadnought pick-up 'n' smash was derived from a bad-ass finishing move the dreadnoughts execute in the game. Games Workshop also provided us with model kits, Warhammer 40,000 codices and some beautiful Warhammer 40,000 art books. Of course we went out and bought more Warhammer 40,000 books, magazines and kits too – all for reference of course!

Paul Taylor: It's funny; one of our concept guys was chomping at the bit to do some work on this project. He kept emailing us concepts of Space Marines and orks. The thing is Warhammer 40,000 already has a large amount of concept paintings in existence. And Games Workshop is pretty strict about what they sanction as official designs. I brought in a few tons of reference from home, including a small portion of my ork army that's still on top of my computer monitor at work! Erik Mogensen (Games Workshop, UK) was kind enough to send us a load of official reference. It was like Christmas here for about a week as the stuff trickled in! Thanks, Erik!


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