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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.” 

Jurassic Park: Survival Trailer Wins Silver at Creativepool Awards

We’re thrilled to announce that we’ve won Silver in the animation category at the Creativepool Awards for our Jurassic Park: Survival trailer!

Massive thanks to our incredible team for all their hard work on this project and to our fantastic clients Saber Interactive and Universal Products & Experiences for all the support.

Doctor Who & Jurassic Park: Survival Named AEAF Finalists

Exciting News! Our Doctor Who titles and Jurassic Park trailer have been named finalists at the AEAF Awards

Huge congratulations to everyone involved in bringing these amazing projects to life! Winners will be announced on October 11th—fingers crossed we bring home a win (or two).

REALTIMERS: James Coore, VFX Supervisor

Name & job title:
James Coore VFX Supervisor

Where do you fit in?
Try To artistically, technically, and logistically figure out how to create high quality VFX that helps to realise the ideas of the Director/Showrunner, Execs and Client Side VFX Supervisor for a production, within the confines of the studio. With regards to both personnel and other resources.

How did you get your start in the industry?
Told Gorillaz co-creator Jamie Hewlett I knew everything he needed to add CG to his studio Zombie Flesh Eaters. Then proceeded to launch the department and make Gorillaz marketing materials and then add shots on the videos which were predominantly made by Passion Pictures. 3 or 4 years into my career really, but probably a more interesting story.

Alternatively, working at a dotcom start up called Gameplay. Which was an online game portal, making CG stings and animations for various campaigns and helping develop an animation television start up.

Your superpower?
 Instinctively knowing why something is crap, while also breaking it down bit by bit by looking at each turd one by one. And you must know when you are simply polishing a turd and you just can’t transform it.

What inspires you on the day-to-day?
Being alive and passing time.

My desert island film / TV show / animation / game /artform / piece of artwork is:
Barry Lyndon, The Adventures of Baron Munchausen, Back to the Future 1 and 2, 12 Monkeys, Iron Giant, Golden Eye.

Your soundtrack whilst working:
 Depends what’s happening… Painting or lighting or something then 90’s HIP HOP. Coding total silence! Planning and tinkering, TV…

If you could work with anyone who?
Hieronymus Bosch or Moebius – Who knows what I would do though!

If not this, then what?
Do something a bit more worldly, build offshore windfarms or something.

People would be surprised that
One of my brothers is a priest and he lives in a castle.

Advice you’d give yourself if you were just starting out? 
Don’t worry if you are learning and surrounded by fast smart people who show immediate aptitude.
Getting along in the industry is much more about accumulative knowledge, applied wisdom, attention to detail and getting along with people. None of which require a particularly high IQ.
But you must be honest with yourself about the skills you have and do not have.