You are on page 1of 2

FUN AND GAMES

42
Funand
Games
There’s a new paradigm coming in movie
production – designing, building, blocking and
shooting your VFX entirely inside a game
engine, Drew Turney investigates...

W
hen you consider the effect game Game engines have the potential to do away
engines will have on filmmaking, one with the notion of upstream/downstream VFX
term that might spring to mind is workflows completely. Think of working with
‘flattening’. Not having to wait for renderfarms far-flung colleagues in a Google Docs or Office
to spit out shots to review (and change – or not, 365 file, everyone’s work assimilated and saved
when you’ve finally run out of time or budget) every time a change is made.
means the production is ‘live’ from day one. It Building the environment of your movie
Disney Television Animation

blurs the lines between pre, post and everything – maybe just the set of just one scene – lets
in between, flattening the whole workflow into everyone dive in and do their part concurrently,
one long creative input party. all of it rendered out in real-time just like playing
Real-time VFX rendering in game engines a video game. It solves what Tom Box, co-
actually seems like the perfect way to design founder and general manager of London
and build a CGI world for cinema screens. animation studio Blue Zoo, calls ,“a big conveyor
A frame from
Where a single frame in a movie has traditionally belt of stages where any stoppage causes a
Baymax Dreams, taken hours or days of data-crunching time, bottleneck further down the line”.
rendered direct games have to do it all in milliseconds as a player “When you’re looking at a preview monitor
from Unity
navigates and looks around an entire virtual or in some cases seeing things on set in real
world, doing it with every frame refresh. time, you’re able to make all the creative
CONTRIBUTORS Deploying a game engine-defined universe judgments at the same time,” adds Rob Bredow,
completely upends the VFX workflow where a executive creative director and head of Industrial
TOM BOX
blue-zoo.co.uk character designer hands a shot off to a lighting Light & Magic (ILM).
Co-founder and artist, who then hands it off to a colour grader,
general manager

ROB BREDOW
and so on. In fact it flattens the whole pipeline so SŤĴĽºĀĴļŞéĽãļ˜ºąºÒĽĴ
ilm.com much it’s not unusual for shots constructed for A good example of having the real environment
Executive creative director previz to find their way into final frames. available to everyone comes from the
KIM LIBRERI It’s actually a bit like the old way of doing Millennium Falcon flight sequences ILM built for
unrealengine.com things where you build a set, dress and design Solo: A Star Wars Story. A rear projection movie
Chief technology office
characters and then figure out the best way to screen was set up in front of the cockpit set so
ISABELLE RIVA light it and shoot the action in it. The only the actors were actually looking at the full
unity3d.com
Head of Made with Unity difference is it’s all virtual. resolution render of the jump to hyperspace,

43

You might also like