 The game developers realized early during development that the game could not be completed entirely in @-@ house due to the large scope of the project , and required working with Hollywood agencies , actors and special effects houses , among others . This added further complexity to the game 's development and design . Gerald B. Wolfe , the game 's director of photography , spoke to the artists about how to set up the camera angles during filming to best accommodate the design of the rooms . Mannequins created in the computer substituted as stand @-@ ins for the actors to help Wolfe position the shots . Most of the artists had never created computer @-@ generated backgrounds for video @-@ captured characters , and found it to be a challenging process . Seibert said bridging the gap between Hollywood and the software world was difficult at first , but after about four weeks of shooting , the two sides had " come to a common language and had a greater understanding of the process " . Hoyos said the biggest difficulty in designing the look of the game was creating a definitive scale for the environment , and ensuring the objects and environment would eventually be compatible with human characters and maintain realism . 
