I worked on this game as an Advanced Artist in the Realization group. We were responsible for presenting the game to the player. We owned cameras shots for everything except pre-rendered cinematics. My efforts focused on Combat , Kill Cams, Real-Time Cinematics, Domination, and Last Words.
I designed procedural cameras to film all the combat moves from any angle, based on the current orbit angle that the player chooses. It included special moves, insta-kills, finishers, kill-cams, and mid-combat scenes. I built the cameras, worked with the engineers to develop camera features, and implemented them across thousands of attacks in the database. The result was one of the best combat experiences ever made.
These scenes were built to run in real time using a combination of procedural cameras and animated cameras. I was heavily involved in the direction and production of these, coordinating with the writers, and mission designers. I directed the mo-cap sessions, gave feedback to animators, implemented the scenes, designed and/or animated the shots, and was generally responsible for everything in the scenes.