Making of Ori and the Will of the Wisps Teaser: Cinematic Timeline Tools

Hey guys,

We thought we should probably be less quiet and share more about how we make our games so we decided to record a quick video showing our new revamped cinematic tool pipeline and how it was used to create Ori and the Will of the Wisps 2017 teaser.

The video focuses on how our timeline integrates with all of our custom frameworks (animation, art pipeline, visual effects, camera, depth of field, camera shakes, particles, etc etc) and how easy it is to iterate on multiple shots (spanning across multiple scenes) and do all of the editing right in engine.

Let us know if you like it so we could make more in the future! :slight_smile:

9 Likes

Please Please Please share the tool
Take my money!

Its awesome!

And if the only way to use this great tool is at your office, please hire me!!

Thanks man! I don’t know if sharing it alone would be as helpful since one of the big focus points for this tool is to integrate very tightly with all of our custom systems. And also we do things in a slightly non-unity way - we do not store the timelines as assets but bake them directly into scenes and prefabs which works better for us for different reasons.

oh gosh please hire me too!!! <3

Thank you so much for sharing this! Nice work!

  • Could you tell us are there any 3D creatures in the game or is it everything 2D animation ?
  • How did you make volumetric scattering ?

Thanks guys!
konsic: On Will of the Wisps we switched to full 3d pipeline so it’s all 3d integrated with 2d.
The volumetric scattering in this trailer is all hand crafted using our shader framework and careful sprite placement.

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This is really cool. I’d love to see this in the Asset Store.

You guys should work with the Timeline Team, @julienb

Haha, this stuff is so entrenched into the other frameworks that it would be hard to make an asset store tool that’s as powerful without selling those as well. We take a slightly different angle than Unity timeline in the way the content is laid out and how the core is architected to support being able to build more than linear cinematics with it. But we’d be very happy to provide feedback and ideas if the relevant Unity guys would find it useful :slight_smile:

Can’t wait for this E3, so much more to show! :slight_smile: