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REALTIME team up with Codemasters for F1 2021 ‘Braking Point’

F1® 2021 is a new next-generation racing experience launching on Friday July 16, featuring the teams, drivers and circuits for the 2021 FIA Formula One World Championship™.  

In Braking Point, the brand-new story mode, players take on an epic journey, as they rise from the ranks of Formula 2™ to a shot at stardom in the world of Formula 1®. It immerses players into the glamorous world of F1®, giving a taste of the lifestyle both on and off the track: the rivalries, emotion and dedication needed to compete at the highest level.  

REALTIME was tasked with creating the dramatic cinematics for the ‘Braking Point’ story mode, from emotive performances with the protagonists to edge-of-your-seat track action. The game allows the player to select a team, with distinct branding, colours and uniforms. 

“F1® 2021 was our first major cinematic project where UE4 was used to replace a CPU renderer… the image quality is incredible. Even though it’s a game, the sky was the limit as to how good Codemasters wanted it to look.” Says Ian Jones, CG Director. 

 

What video games can learn from TV  

Video games might be the relatively new kid on the block when compared to film, TV, and music, but it has quickly become the most profitable industry. While video games have always trended upwards, the recent COVID pandemic certainly put more wind in its sales and drove it to new heights. 

But despite being the biggest entertainment industry around, it’s built on a foundation created by its peers. Would video games be as successful as they are without the lessons it learnt from TV or film? I’m not so sure. So, let’s look at what video games can and have picked up from the more senior industries… 

Pushing boundaries 

As technology has advanced, so too have video games. We’re a million miles away from the likes of Pong or Pac-Man. With the release of the latest generation of consoles – along with the reveal of what Unreal Engine 5 can do – we can push the boundaries of what games can achieve. 

How we tell stories has only become more refined as the room to do more has expanded. And you only have to look at film and TV to see where we’re drawing inspiration from. Some video games want that same level of prestige; to be a defining moment. Today, video games are full of spectacle and drama, pushing more and more. The narrative drives the gameplay instead of vice versa. 

Some have even adopted an episodic format to mimic TV. Where were you when the first season of Telltale’s The Walking Dead released episode by episode? It was a moment in the industry where everyone was hooked by the story of Lee and Clementine, and it’s because of its TV influences that it managed to be such a hit. 

There’s a bit of Indiana Jones in Uncharted. There’s a touch of Star Wars in Mass Effect. We even see video games cross the boundary to become TV shows and films themselves; HBO’s The Last of Us is sure to be a heart-breaking must watch.

Technology 

Part of this drive for more emotive narrative is our ability to better capture the drama. Taking a leaf from Hollywood’s book, motion-capture technology allows us to bring an actor’s exact performance to the game. How they move and how they emote are transferred to the game flawlessly. 

We’ve just wrapped on a series of dramatic cut-scenes for a game releasing this summer. Our mission was clear: we wanted to capture the actors’ performance and translate that into the game. Using innovative performance capture technology from our friends Di4D, we were dedicated to getting as realistic performances as possible to translate to the screen. We wanted to tell a story and bring the players into it, too. 

The technology also means the actors can be, well, actors. They can make character choices that reflect who they think they are. It goes along well with the maturation we are seeing in some series. Just look at God of War, which went from a gore-fest hunt for gods to an emotionally driven gore-fest hunt for closure. 

Saying all this, technology isn’t a requirement for a compelling story. The fact that creating a game is more accessible means the doors are open to countless indie developers who can tell the story they wish in a more lo-fi way. Something like Undertale or Disco Elysium are built on a strong narrative foundation and don’t have the same bells and whistles other AAA titles do. Because they don’t need them. It mirrors indie movies, which do exactly the same. 

Video games have taken what TV and film have created and ran with it. Those industries walked so video games could run. And we’re extremely thankful for it. They say we’re in a golden age of TV and film, but I would say we’re in a golden age of games, too. Who knows what the future holds; all I know is I’m excited to see where it goes. 

At REALTIME, we know the importance of a strong narrative, both in your game and in your trailers. To discuss how we can help you, reach out to me at [email protected] 

The Year Automotive Events Went Digital

We absolutely love a motor show and are really excited to be back at the Goodwood Festival of Speed this week, which is allowed to go ahead at full capacity as part of the UK Government’s pilot Events Research Programme. In the run up, we look back at how successfully the automotive industry embraced digital events last year, and what the future of motor shows looks like now.

Last year, the events industry took a massive hit. It is a significant contributor to the global economy. As per the report published by Allied Market Research, the global events industry was valued at $1,135.4 billion in 2019, with corporate events & the seminar segment holding the highest market share.

That was before the pandemic. With a sudden lockdown, every physical event was thrown up into the air. Like many other industries, there was no consensus on how to handle this unfamiliar situation. Eventually, with the writing on the wall, the events industry had to make a choice: cancel outright or move to digital events. The automotive industry was no different.

But with digital events being the only alternative, did the automotive industry take advantage of everything they had to offer? And did those that took up the challenge succeed in providing a worthwhile experience? And what will happen in 2021 and beyond for motor shows? Read our brand-new E-Guide on the subject and let us know your thoughts!

How F1 2021’s Devon Butler Was Made

The secret is out! We’ve been busy working on the brand-new ‘Braking Point’ story mode cinematics for Codemasters’ F1® 2021.

F1® 2021 is a new next-generation racing experience launching on Friday July 16, featuring the teams, drivers and circuits for the 2021 FIA Formula One World Championship™.  

In Braking Point, the brand-new story mode, players take on an epic journey, as they rise from the ranks of Formula 2 to a shot at stardom in the world of Formula 1. It immerses players into the glamorous world of F1, giving a taste of the lifestyle both on and off the track: the rivalries, emotion and dedication needed to compete at the highest level.  

Our CG Director, Ian Jones, chatted to YouTuber Matt Amys to lift the lid on how we did it:

REALTIME joins RED Production Company for new BBC Drama, Ridley Road

We’re so excited to announce that we are VFX partner on the upcoming Ridley Road, a new four-part drama series produced by RED Production Company (a STUDIOCANAL company), with Producer Betsan Morris-Evans and BAFTA-award-winning executive producer Nicola Shindler (Years and Years, Happy Valley). The series was written and adapted for television by award-winning writer Sarah Solemani (Barry, Aphrodite Fry) from the critically acclaimed novel by Jo Bloom, and was directed by Lisa Mulcahy.

Ridley Road is a thriller set against the backdrop of a swinging sixties London we haven’t seen: an East End world where far right fascism is on the rise. Inspired by the struggle of the 62 Group, a coalition of Jewish men who stood up against rising neo-Nazism in post-war Britain, Ridley Road sees a young Jewish woman, Vivien Epstein, leaving her comfortable life in Manchester and starting to work with them.

When she realises that Jack, her missing boyfriend has been badly injured, Vivien infiltrates the NSM, a neo-Nazi movement which is becoming increasingly prominent in London.  And, as Vivien descends further into the fascist organisation, both her courage and loyalties are challenged.

Alongside invisible VFX work, REALTIME provided on-set supervision with our North West-based veteran VFX Supervisor Sue Land, who was supported in production by Senior Producer Fiona York and Head of Production Jane Forsyth.

Says Executive Producer, Jonathan Rawlinson, “We are thrilled to be working with a local production company in Manchester and feel very lucky to play a part in telling this story, which despite being set over 50 years ago has an important and timely message about the threat of anti-Semitism.”

The series will premiere on BBC One and PBS Masterpiece later this year.