
AAA Game Project
MAFIA: Definitive Edition
Hangar 13 · 2K Games · 2020
Facial Pipeline
Cinematic Storytelling
On Mafia: Definitive Edition, my primary role was to support and guide the character team in leveraging the Mafia 3 technology to build, render, and populate the game with its cast of characters.
My hands-on work centered on our scanning facility — working directly with the actors and guiding them through their scanning sessions. From there, I continued developing the tools around our scan-data processing pipeline: from Reality Capture, Houdini, Maya, ZBrush, to cleaning up and sculpting facial shapes, polishing corrective facial shape layers, and curating the face maps, wrinkle maps, and other texture data for the main characters.
Characters




Pipeline Dev

Pipeline Dev
Facial Process Tools
Snippets of the pipeline. Working with actors and our custom-built facial scan. Houdini tools I've built to process massive amounts of scans and facial libraries, outputting sculptable data for myself and other artists.
The processing tool for wrinkle map extraction into different regions, created vertex-color masks with perfectly blended falloffs, and more.

Houdini Scan Processing Graph

Facial Scans to Wrinkle Normals — Autobake & Compose
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