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REALTIME launches Virtual Production arm

We are very excited to announce that we have officially launched a Virtual Production division, headed by former Head of Virtual Production at MPC London, Annie Shaw. 

We have a proud decade-long history of working within Unreal Engine and immersive technologies in the Games, Episodic and Automotive industries. This year we were awarded a grant from Greater Manchester’s Media City Immersive Technologies Innovation Hub to support the design and development of a proprietary Virtual Production tool. Using game engine technology, the tool supports film and TV productions, production companies and game developers, from pre-production through to post. The tool could be used across both live action and full CG projects. It works to visualise 3D environments and capture live virtual cameras and previs for full CG scenes and support the visualisation of set-extensions or CG elements on live-action sets. This multi-functional tool is contained within an iPad, allowing key members of the production team to physically move around and explore their creative vision. 

Says Annie Shaw, Executive Producer of Virtual Production, “This is not about flashy tech, although we have that too! This is about making real-time technologies accessible to a wider variety of projects and having a strong internal team to assess where any of the tools in the Virtual Production toolbox can add value, visibility and control for our clients.  

Every project is different, and we like to really understand those differences to create bespoke solutions from a strong foundation of knowledge gained over ten years of history using real-time tools. This is not about pushing technology where it isn’t needed, but supporting departments from pre-production to post and giving them opportunities to make informed decisions based on early visualisation so they can maximise time and VFX budgets to achieve their creative vision.” 

Our team includes BAFTA-nominated VFX Supervisor James Coore, who oversaw the virtual production on the recent Doctor Who 60th anniversary episode: Wild Blue Yonder. For the hour-long episode, Virtual Production tools in Unreal Engine were used to deliver a 4K set extension of a spaceship that was rendered in a fraction of the time of standard contemporary productions. 

Says Jono Rawlinson, Head of Film & Episodic at REALTIME, “We have always worked closely with our clients across the business to help them visualise their projects as easily as possible. Now that we’ve bought Annie on board and have a formalised offering, we’re in a fantastic place to support our clients from earliest pre-production. This comes at a time when our industry is evolving and anything that we can do to make the filmmaking journey as smooth as possible is a huge benefit.” 

REALTIMERS: Graham Collier, Lead VFX Artist

Where do you fit in?

My role can be anything from simulating muscle systems and cloth to blowing things up, and then adding in a few water simulations, lava, nebulas, and even the odd galaxy. I love the variety of work in VFX and am always up for the next challenge while looking at improving and finding new ways to keep pushing up the level.

How did you get your start in the industry? 

I studied computer science and media technology at University, and I have always had a passion for working in VFX and animation. I bought a computer with my first student loan and set about teaching myself CG. For my final year group project, we completed a 10 minute fully CG animated cartoon using Lightwave. In 1998, after Uni I went to work in the games industry, creating pre-rendered cut scenes, which was another one of my passions. I had also done some freelance work for Realtime when they were just starting up and eventually went to Red Vision to work in TV. I spent over 9 years at Redvision working on several award winning shows. After Redvision, I went to REALTIME, where they were doing some amazing work, and I have never looked back.

Your superpower?

My superpower is speaking the secret language of Houdini.

“SOP DOP LOP VOP COP TOP CHOP ROP POP POP BANG”

What inspires you on the day-to-day? 

Thats simple, we get to work on some amazing projects at REALTIME, which is inspiration enough. However, working with such talented artists producing amazing concepts, animation, modeling, and lighting really inspires me to keep creating and developing my VFX work.

My desert island film / TV show / animation / game /artform / piece of artwork is: 

Jurassic Park or Terminator 2

Your soundtrack whilst working: 

Anything that rocks from the 80’s or 90’s. I also like listening to film and TV sound tracks and have even started listening to Kate Bush (Thanks to Stranger Things) .

If you could work with anyone who? 

I would love to have worked on the original Star Wars with all the geniuses at ILM.

If not this, then what? 

I can’t imagine doing anything else. I have always been driven and focused on my career in VFX.

Why REALTIME? 

I have always loved the quality and variety of work that REALTIME does, so I knew it would be a great place to further my career. The studio has a relaxed atmosphere, and everyone is really passionate about their work, which really shows in the great quality of content produced.

People would be surprised that..

I once did an ultra-sportive for fun. Whilst cycling 203 miles, climbing over 18,000ft and being chased by the Yorkshire Beast, I had a few second thoughts. Still, I managed to beat the beast with an hour to spare. It was my longest day in the saddle, with a total riding time of 13 hours and 54 mins.

Advice you’d give yourself if you were just starting out? 

Find something that you are passionate about, and then focus on learning and developing your skills for it. Work hard, be prepared to fail, learn from it, and keep moving forward towards your goals.