How Resident Evil’s tallest and most terrifying vampire lady, Alcina Dimitrescu, came to life

Countess Alcina Dimitrescu is not technically a shark, but she’s surely an icon From the moment she appeared in an early caravan for Resident Evil Village, Lady Dimitrescu captured the attention of the internet her towering, sultry frame; her sickly-sweet smile; her massive chapeau; her proper yet authoritative tone. Observers were incontinently obsessed, labeling her” altitudinous shark lady”and demanding to know everything about her, which urged Capcom to reveal her exact height — 9’6″ including her chapeau and heels — months before Village launched in May.
In- game, Lady Dimitrescu commands three fly- overran, murderous daughters, and hunts the main character, Ethan Winters, across the opulent apartments of her castle. She crouches through doorways and slices at Ethan with long, blade-suchlike fingernails, hurling cuts like” rat”and” man- thing”at him the entire time, a mutant dominatrix in a flowing white dress.

Lady DimitrescuTwilight Sparkle The conspiracy girding Lady Dimitrescu has persisted since Village’s launch, and suckers are laying (or perhaps just hoping really hard) that the game’s first bit of DLC will concentrate on her specifically Until also, and in the spirit of Spooky Season, we’ve sapience into Lady Dimitrescu’s creation from Village donation director Masato Miyazaki, the person in charge of the game’s stir- prisoner process. Before this time, Miyazaki participated details with Engadget about how Lady Dimitrescu came to be, from conception to mocap, including the ways actress Maggie Robertson brought her to fabulous life.

Engadget Did Lady Dimitrescu’s design change throughout development?

Masato Miyazaki Alcina Dimitrescu’s inconceivable height was conceived from the morning and wasn’t changed during development. The same goes for her wide brim chapeau and her white dress as well. Still, the specific of her long pooching nails was commodity added part way through the development process. It was an idea that was enforced latterly as a means of adding physical rudiments that would make her more intimidating when you encounter her Lady Dimitrescu is charming and attractive — was she always meant to be a sultry character, or did that crop during mocap?
.
In the early stages of development, she was described as a luring character who would capture and toy with her victims. She was designed to embody equal corridor beauty and horror. Grounded on this, the script pen dilate her characterization out indeed farther with dialogue, but she was n’t completely realized just yet. It was through Maggie’s performance that the character was eventually given life As with any character, I believe that the moment the script is handed over to the actor, the character becomes theirs. The character’s personality and intentions are veritably important meliorated by the actor. The character Lady Dimitrescu was truly realized and came to consummation with each of Maggie’s performances.

Lady Dimitrescu (Maggie Robertson) in Resident Evil VillageCapcom What tricks did you use to make Maggie Robertson as altitudinous as possible during mocap sessions? Although Maggie Robertson is relatively altitudinous herself, she still can not reach the height that we envisaged for Lady Dimitrescu. Exercising some means of extending out her height would peril her performance, so it was n’t commodity we could consider. We asked Maggie to act naturally. Still, that still left us with the height difference between Maggie and Lady Dimitrescu that had to be addressed. We cooked a many styles to offset this issue.

First out, we shot with a admixture of backgrounds according to two norms mortal scale and Lady Dimitrescu scale. While other characters performed with surroundings that fit mortal scale, Lady Dimitrescu’s amusement was done in front of a background that fit her scale. Everyone performed with one another, but with this admixture of surroundings. We figured this would be the stylish means of allowing the actors to give their stylish performances without any kind of manacle. We made sure the cabinetwork was laid out in a way so that the actors would be facing each other The other aspect that we made sure to stay conscious of was making sure the actors’ lines of sight were in the right positions. We set up labels so that the actors could imagine the correct height. These labels show the correct position of the eye lines and where the branches actually are. It’s a simple adaptation, but it makes a big difference in the actors’ performances The third adaptation was the carriage itself. We precisely set up the equipages of the CG characters to gracefully handle as much of the physical differences between the character and actor as possible. We wanted to make sure that we set effects up so that the animators would have a fairly easier time handling any kind of misapprehensions that happed along the way.

What was the strangest mount you used throughout the mocap process?

There are several, but there are two that I would like to mention. The first is the club carried by the old woman we meet at the morning of the vill. When you see it in the game, it’s a strange artifact with a lot of factors chinking about. The plant crew drafted a mount that resembles the design The second is the goggles that our actor Todd wore as he played the part of Ethan Winters. Since the game is from a first-person perspective through the eyes of Ethan Winters, the camera movements are grounded on the movements of Todd’s head. Todd reprises his part as Ethan from the former game and his performances are absolutely excellent, but there were moments where the camera would go wild during further heated scripts. In order to suppress this from passing, the plant mastermind created a brace of special goggles by hand They actually turned out to look veritably analogous to swimming goggles. The supposition was that the narrower field of vision would affect in lower head movement. I ’m still not entirely sure how effective they ended up being, but the mastermind’s enthusiasm and Todd having fun wearing the goggles are one of the numerous awful recollections I’ve from the whole experience.

Share