The end of this past year brought more of our efforts to fruition with the successful release of another WWE title, WWE 2K16.
WWE has had a long, renowned history of publishing video games over the decades. Starting way back in the ’80s, their video games have been around nearly as long as consoles have existed. (For a deeper look into WWE’s History of Video Games, check out these great retrospectives. ) Very retro indeed, but it’s come a long way from the days of 8-bit graphics.
WWE 2K16 is the 2nd title released on “Next-Gen”, or 8th Generation, consoles (Xbox One, PS4). Both, WWE 2K15 & WWE 2K16, showcase the latest technological advancements and aesthetic improvements that I’ve been so heavily involved in developing since my inception with the R&D team at Yuke’s LA, in 2013.
And it’s definitely not Yuke’s first rodeo either. This is the 17th consecutive WWE title developed by Yuke’s over the last 16 strong standing years with the WWE franchise and licensed publishers. Making it the longest-running annual combat game series.
In anticipation of Next-Gen consoles, I joined the team to help lead and implement new character art and rigging initiatives for production on the new platforms that were just around the corner. As you might imagine from the impressive longevity of this video game, we saw our share of it’s “legacy”. Obviously the days of 8-bit had long past, but the assets were still very far away from reaching their potential, especially regarding next-gen quality. A major overhaul of the character architecture was underway…
2K Games had just acquired the publishing rights  for the series from the recently defunct THQ , so we had access to some of the same cool, new photogrammetry technology being utilized by Visual Concepts for their NBA game.
Ultra high resolution facial expressions & full body scans captured by Pixelgun Studio.
…and btw, they even do house calls. Their photogrammetry camera rig is mobile!
The introduction of photogrammetry marked an epoch in the evolution of the series as well as the industry…
References [ + ]
|1.||↑||WWE 2K16 Review – gamesradar.com|
|2.||↑||WWE’s History of Video Games – wwe.com|
|3.||↑||A Complete History of WWE Games: Past, Present and Future – craveonline.com|
|4.||↑||History of – WWF/WWE Video Games (1987 – 2016) on YouTube|
|5.||↑||Eighth Generation of video game consoles|
|6.||↑||longest-running annual combat game series – Guinness World Records Gamer’s Edition 2015|
|7.||↑||“Take-Two Interactive today confirmed that 2K had entered into an exclusive, multi-year licensing agreement with WWE for games to be developed by Yuke’s.” – GameSpot|
|8.||↑||“Today, THQ was officially sold and auctioned off. Within the next few weeks, the struggling video game publisher will be no more.” – Kotaku|
|9.||↑||“We’ve captured talent in their homes, hotels and offices, on movie sets, at athletic facilities, and inside our state of the art mobile capture rig. We can be wherever you need us to be. We’ve completed full sets of both face and body capture in under 5 minutes. If your talent has only a small window of time, we’ve got you covered” – Pixelgen Studio|