I'm proud to be able to reveal a new tech trailer from the alpha version of my company's RealSense-powered Unity PC game 'My Father's Face', in development since June 2014 and due for a late Fall / Autumn 2016 commercial release. .
'My Father's Face' uses a large amount of custom-built code and mechanisms to provide almost 1:1 control over a full body avatar that can move its limbs, walk, turn, breathe and flex its muscles. We hope that it will give you encouragement about what the RealSense camera can truly do when the base technology is extended with your own innovations
Here's some additional tech spec information about the project.
Camera: RealSense F200 (original first production run model from 2014)
Processor: Intel Core i3 Haswell (4th Generation)
Video card: Nvidia GTX 610
Our development philosophy is to build on a machine with limited capabilities and optimize the project as much as possible, because if it runs fast on this machine that chokes on modern games then it will likely be blazing fast on a recent spec PC with high-end video card.
We've created a second tech trailer for our RealSense-powered game 'My Father's Face' that showcases "thought" controlled avatar legs that are driven by eye movements and the shifting of left-right body balance. It simulates how a real-life leg muscle effort is preceded by a mental effort in thinking about the movement that is represented on the real-life face by detectable micro movements.
In tech trailer 3 for my company's forthcoming RealSense-powered PC game 'My Father's Face', we showcase our new color-changing avatar fur that darkens in real-time when wet as it gets soaked by water such as a shower or outdoor rain and then returns to its normal color as it dries out.
In this fourth tech trailer for the forthcoming PC game 'My Father's Face' from Sambiglyon - powered by RealSense - we demonstrate how characters can lip-sync to an mp3 file of speech audio and also interpret the volumes on that track into facial emotions animated in real-time.
In this fifth tech-trailer for Sambiglyon's forthcoming PC game "My Father's Face", we highlight how our game's tech enables RealSense to simultaneously control the walking, steering, arms and crouching of the player character.
A new innovation that makes face-driven walking and hand-driven arm movement possible without stuttering is a system that keeps walking activated whilst the face is obscured by the hands by forcing walking to remain active as long as the arms are in use. When the player's hands are lowered, the face immediately re-assumes control of walking without pause.
One of the "secrets" of our development is the "Netflix Method". Every single evening for the past two years, we have allocated three hours to studying Western animation and Japanese anime to observe the anatomy of movement and then worked out ideas on paper for making the kinds of motion that we observed possible with RealSense using our Unity game engine-based tech. A much-studied example that encapsulates many of the types of avatar movement in Tech Trailer 5 is the second opening sequence from the anime 'Full Metal Alchemist: Brotherhood'.