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  • Brandon: CG's really valuable because it allows us to bring our champions to life.

  • It allows us to get up close and personal with our champions in a completely unconstrained way.

  • Thomas: We know that each champion has very iconic, distinctive moves that our players recognize.

  • So we're constantly trying to be as authentic as possible, and as close to the game that we can be,

  • we're gonna try and hit that.

  • Brandon: One of the difficult things is, as artists,

  • we can't take what happens in the game and interpret it completely literally.

  • Garen is a perfect example.

  • If Garen was just spinning around the CG the whole time, we would have what feels like a cartoon.

  • We saw the cut of the Garen scene and it didn't have the spin.

  • Garen is not Garen if there's no spin.

  • So how can we make a spin that is not like a literal interpretation?

  • And then Brad got up and he did his thing.

  • Brad: I stood up and I was like, "It could look like this."

  • I whipped around, kicked the chair into the wall, kicked this wall,

  • and whole time he is just screaming, "Yes, yes, yes!"

  • And that was it, that was the birth of it.

  • So I sat down and I started gesture drawing over the actual animation itself.

  • Adam: There was a lot of back and forth on getting that to look really authentic to Garen, but in a new way.

  • It was a nod to what happens in the game, but completely appropriate to the CG.

  • Brandon: Another example is TF moving in on Fiddle.

  • He's going to initiate that with the yellow card.

  • So if there's an opportunity to keep it authentic, that's worth doing.

  • Brad: Why not motion capture?

  • If we're trying to sell realistic or believability, then why didn't we motion capture the moves?

  • The most athletic being in the world couldn't deliver what we need Twisted Fate to deliver on.

  • What Ryze - Ryze jumps 10 feet in the air to jump over that giant 400 ton pillar.

  • We wanted to be able to break the body when we needed.

  • To create things you could feel and not see.

  • For instance, if you were to pause it, his back is broken.

  • I mean, it's completely broken, and he's off balance.

  • You don't see it, but you feel how powerful he is, that it's a spine breaking throw.

  • Thomas: Personality is incredibly important when we were creating these champions.

  • Rylan: Annie's cool because she's like this two-sided kind of character.

  • She's very cute and adorable, kind of innocent looking on the outside,

  • but then you know that she's got this demonic, kind of twisted inside.

  • We decided that we definitely needed to shoot video reference and kind of get some ideas going.

  • So one of our fellow Rioters, Christina Wun, volunteered to do some video reference for us.

  • And she did such an awesome job on it,

  • that the animator working on it basically just took that reference and put it on Annie.

  • It's interpreted brilliantly and it just really came to life, and it became this really cool moment.

  • Brandon: We put so many fine details into the CG that, no matter how many times you watch it,

  • you're going to notice something new every time.

  • You may notice that Demonblade Tryndamere's sword is actually breathing for a split second.

  • You may notice that Tibbers' tongue, when he's hanging by Annie's side, is actually flopping around, hand animated.

  • It's touches like that we think add a little bit of extra magic to the experience.

  • Thomas: This CG, for us, is really a gift to the players,

  • and we know our players want to see our champions come to life.

  • Brandon: One of the things we're really committed to is expanding on the characters, places and the story of our world,

  • and right now, we feel we're just scratching the surface.

Brandon: CG's really valuable because it allows us to bring our champions to life.

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