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Unreal – No longer just a game

When REALTIME was founded in 1996, its choice of name was a nod to the optimism of a far distant future where high-quality animation and VFX could be achieved in real-time. A premise that, at the time, was regarded as being the holy grail of the VFX industry. Unimpeded by extensive rendering times, the most demanding visuals would be realised at a silky-smooth framerate right in front of the artist’s eyes. Thanks to ever evolving technology and the Games Industry’s pursuit for visual excellence, this dream continued to take iterative steps towards its goal. Sometimes, with the release of each new generation of hardware, it would often be entire leaps forward. Even so, the quality never quite reached the same level as that of the biggest Hollywood movie blockbusters. High framerates always came at the expense of the final level of visual fidelity and therefore not a production pipeline that could be used to achieve the very highest levels of quality – something that REALTIME subsequently founded its reputation on.

Recently Unreal has thrust themselves in to the limelight, demonstrating that the newest iteration of their engine might make our optimistic hopes, a reality, very soon.

Initially created by Epic games to power its 1998 first-person shooter game ‘Unreal’, the Unreal engine quickly became adopted by many other games developers who wanted to take advantage of the engine’s superior graphical capability. Fast forward to 2020 and the engine’s capability has grown exponentially, allowing its users to create experiences and productions for TV and Film that extend far beyond Video Games alone. Whilst UE4 has found its place in Film and TV, it’s fair to say that by-and-large, its use in largescale productions has somewhat been limited to a pre-vis tool. It has become an invaluable tool for Directors and storytellers to see how successfully their story works at a very early stage of production and hopefully avoid the need for expensive re-shoots. However, that was pretty much where the story ended for UE4; despite its graphical capabilities pushing the boundaries of what could be achieved in games, its final output paled in comparison to that of Film and TV. Whereas UE4 could offer the flexibility of a real-time rendering solution, its final visual output could not compete with the demands that Film and TV required.

Ahead of the launch of the Playstation 5 console, all of that looks set to change. As is the norm, the main competitors are keen to showcase the power of their machines in an attempt to seduce gamers to their platform and ecosystem. The launch of the Playstation 5 and XBOX Series X in Q4 2020 is already seeing this battle take place online, with exclusive events designed to win over the hearts, minds and wallets of the next generation of gamers. This year, Sony has landed something of a coup by using their console as the first to showcase UE5 – the latest iteration of Unreal, the video games engine that has powered generations of some of the industry’s biggest games. It’s a clever move that has shown the PS5 as a powerhouse console – one that looks set to finally deliver the same level of visuals as the most ambitious Hollywood blockbuster movies, and all at a dizzying high frame rate. Marrying photo-real quality with the flexibility of real-time rendering, the latest iteration of the Unreal engine is a real game changer, (excuse the pun).

Whilst this is obviously a major boost to Playstation 5, it is worth noting that the new version of Unreal obviously won’t be exclusive to that console, with new projects already confirmed for XBOX.

UE5 boasts both an impressive lighting system that can handle even the most demanding assets with apparent ease. Whereas games engines are typically reliant on geometry assets being fairly well optimised to allow then to be rendered successfully at a high frame rate, UE5 is using its own developed ‘nanite’ technology allowing for the successful ingestion of high poly assets into the engine without the need to optimise them first. In addition to assets used directly from Z-Brush, the demo shows cinematic quality Megascan assets, that would typically be used in a pre-rendered solution, being drawn in real-time. Each multimillion-polygon asset is seen rendering in real-time using 8K textures. Epic boasts that the engine can handle an ‘insane’ amount of triangles per frame citing that each frame of the demo is crunching down a billion triangles to 20 million drawn triangles, evidently with no need for LODing or compromise to the final visual quality. Fitting that many triangles into screen means that each one looks like the size of a pixel; evidence as to how much detail the engine can show. So much detail demands pixel perfect shadows; something that the demo evidently shows that UE5 is capable of delivering too. The engine’s lighting solution, Lumen, offers dynamic multi-bounce global illumination without the need for baking of lightmaps. In short, it all adds up to the holy grail of VFX – real-time movie quality levels of visual fidelity without the need for extensive rendering time. Well, at least for environments anyway.

The recent Disney production of its hit TV series ‘The Mandalorian’ used Unreal technology, combined with state-of-the-art LED screens to provide an alternative to traditional Green screen techniques. Whereas green screen can lead to green lighting ‘spill’ to be cast onto its subject, the combination of Unreal and a LED screen setup to create a ‘Virtual Studio’ has multiple benefits. Firstly, it enables it’s subjects to be filmed in more realistic lighting setting; the projections of the virtual set are reflected more accurately onto its subject matter, embedding the real-world subject matter into a virtual environment (rendered using Unreal) with pixel-perfect accuracy. Secondly, it gives the production team an unparalleled level of freedom in being able to compose their shots; effortlessly changing the viewpoint and lighting conditions of their world, generated in real-time using Unreal, with the click of a mouse. All of this in real-time without the need to wait to see the final output.

Unreal Engine

It is a huge irony that the games industry, which has always been viewed as the poor relation to film and TV, is now playing a pivotal role in the reinvention of its production pipeline. Film makers and storytellers are using the many benefits of Unreal to speed up the process and quality of their productions. In the future, I’m confident that UE5 will continue to make further in-roads to Film and TV, challenging incumbent production pipelines that have been in place for decades. In doing so, it will further blur the lines between games and movies; making games more accessible and appealing to audiences that might otherwise be dismissive. It’s a reciprocal relationship that offers a win-win for both Movies and Games. For REALTIME, the adoption of Unreal technology to create Film and TV quality VFX is not only an inevitability, but an imminent reality that our clients can benefit. As well as enabling our team to create projects that might otherwise be too unwieldly to produce using a more ‘traditional’ pre-rendered pipeline, Unreal’s toolsets are finally allowing REALTIME to grow into its name.

UE5 is literally a game changer (excuse the pun, again) and REALTIME can’t wait to share the future with you.

Pride Month: Our favourite games with LGBTQIA+ representation

Pride Month is here! It’s a time for the LGBTQIA+ community to celebrate. But it’s also a time for reflection: reflection of how far the community has come and how far it still has to go. Never forget that it was inspired by the Stonewall riots of 1969 when many fought against the oppression LGBTQIA+ people faced. That fight is, unfortunately, still not over.

But society is moving forward and representation is at its highest levels. TV shows, films, books, and video games are all mediums where LGBTQIA+ characters can shine. Strong creative voices push the community into the light to let people know they aren’t going anywhere. In the video games industry, in particular, thanks to the efforts of LGBTQIA+ members and allies alike, queer stories are being told.

So let’s celebrate the rich diversity we have and the bright future it represents. Here is a list of our favourite games with LGBTQIA+ characters and stories, and let me tell you, it wasn’t easy whittling it down. There are so many fantastic examples that narrowing it to just a few was nearly impossible! But here we go…

 

The Dragon Age and Mass Effect series

Okay, it’s the first entry and I’m already cheating. But these two series – in fact, anything made by BioWare – have had queer motifs since the start. In both, the player character has multiple romantic interests they can pursue, both male and female, and open to male or female player characters.

Dragon Age always had the option available and Mass Effect added male-male romantic interactions in the third entry. Both series portrayed queer relationships as completely normal, creating worlds where the notion of queer identity was a given. Even as far back as Jade Empire, BioWare has been putting gay relationships on the map.

Krem from Dragon Age: Inquisition is also said to be one of gaming’s first transgender male characters.

 

Grand Theft Auto

Grand Theft Auto is never one for subtlety, but the character of Gay Tony is one of their most nuanced characters to date. As the deuteragonist of GTAIV: The Ballad of Gay Tony, you see a lot of depth to Tony beyond his sexuality. You see his highs, his lows, and his rock bottoms. He’s a shady nightclub owner and as much of a criminal as you can expect from Grand Theft Auto. He also just happens to be gay.

It’s refreshing to see an early example where a character is defined by something other than their sexuality. Yes, he’s called “Gay Tony”, but the game goes to lengths to show you who, what, and why Tony is beyond that moniker.

 

Assassin’s Creed

Assassin’s Creed has always embraced queer characters, even as far back as the first entry. But with the latest entry, Assassin’s Creed Odyssey, developer Ubisoft has given the player agency to pursue it themselves.

You can play as either of the siblings Alexios or Kassandra and can, through the course of the game, pursue opposite-sex or same-sex relationships. It’s something Ubisoft has stressed will carry on in the next game in the series, Valhalla. Having this option is a great way to validate sexual orientations of all kinds and provide an inclusive platform where people can be who they are, which puts it above games that aren’t interested in exploring that option.

 

The Life is Strange series

Life is Strange is an example where the characters’ queer identity plays more of a role in the story. As an open-ended, choose-your-own-path episodic game, it was up to you to follow that storyline, but the main character of the first game, Max, is bisexual. The protagonist of the follow-up, Chloe, is a lesbian.

This continued with the sequel, as it explored more queer relationships and identities. It hit a chord with many as its younger cast gave teenage fans a space to explore and think about their own identity. People also liked its human, ‘real’ approach to the topic of whirlwind teenage romances.

 

Gone Home

I won’t spoil this one as the main crux of the story is a mystery that needs solving. You play Katie, a young woman who returns home to find the house abandoned. As you wander around the house, you piece together what happened.

Before I go into it more, beware spoilers. If you want to experience the game for yourself (which I recommend), don’t read on. In Gone Home, you explore your home and unravel the mystery of your missing sister, Samantha. It turns out she had started a relationship with a female friend from school and their parents were less than accepting. In the end, you discover Samantha has run away to be with her partner.

It’s a hugely affecting story and speaks to the pain so many LGBTQIA+ members go through. It’s a message of self-acceptance but isn’t without its bitter-sweet note. The game was applauded for its approach to LGBTQIA+ issues and was an example of a game remaining compelling even when all you were doing was rooting around in the kitchen cupboards.

 

The Last of Us

While the first game merely hinted at it, the prologue DLC Left Behind confirmed Ellie is queer. And now in the second entry in the series, The Last of Us Part II, Ellie is the main character and the story involves her romantic relationship with partner Dina.

The trailer from E3 2018 even showed us an intimate moment between the two of them, a huge leap for queer representation. Stories like this normalise queer nature because it is just that – normal. The game hasn’t been released yet, so we don’t necessarily know where the story goes, but it has given LGBTQIA+ people another strong character they can get behind. It pushes forward the goals of the community as we seek greater representation.

 

And the rest!

If only I could go on about every game with LGBTQIA+ characters and motifs. These last few years have seen an explosion of representation and that doesn’t look like it’ll stop anytime soon.

We could have mentioned Fable, which has the BioWare school of ‘be-who-you-want’ representation. Or Stardew Valley which gives you a bevvy of eligible bachelors and bachelorettes you can explore and marry. Other indie games like Dream Daddy or Night in the Woods. And The Sims! Riot has also added a variety of pride flags to League of Legends, so many people can proudly display the flag they most associate with.

All of these are examples of games that have done so much for queer representation. They are the trailblazers. They have given us worlds where we can find people just like us. Where queer people can feel a sense of belonging. To some, they might just be video games but, to others, they are a lifeline. They are home. What matters most is developers keep fighting to include that representation. Not every “letter” in the community has a character they can look to and feel pride in, which is why we must carry on with this representation. The more games – AAA, indie, or in between – that stand by the community, the closer we can get to true acceptance.

At REALTIME, we’re flying the pride flag with, well, pride! To all our LGBTQIA+ members of staff, clients, and readers, we’re with you for this month and every month to come.

Why the cloud could be the future of gaming

2020 will see the highly anticipated arrival of the next generation of video game consoles. Game enthusiasts across the globe are waiting with bated breath for the next sliver of information from the likes of Microsoft and Sony. This autumn we will see what the future of gaming holds. Or so we think.

In truth, many are anticipating the future of gaming to come from less likely suspects. As I said in a previous blog, quoti,.7ng Google, “the future of gaming is not a box; it’s a place”. The battlefield for the next generation of the console war will be in the cloud. And Google won’t be the only newcomer.

Amazon, Apple, and Facebook have all already heavily invested in gaming and 2020 might be the year they unveil their efforts.

 

Head in the clouds

The cloud isn’t new, both as a concept within gaming and in a wider sense. But its usage in gaming is about to see a significant increase from familiar faces in the industry and new ones from outside it. We’ve already mentioned Google who launched its Stadia service towards the end of 2019. Despite its rocky start, Google still seems committed to growing its library of games and the number of devices which can take advantage of it. And no doubt Microsoft’s xCloud will be a cornerstone of its next-generation plans along with its console the Xbox Series X.

But they won’t be the only competitors on the field. Amazon is already knee-deep in the world of games, now owning massively popular game streaming service Twitch. They are also working on a number of their own games and their website sums up their intentions: Amazon is all in on games.

What will prove to be a huge boon for them are their already established AWS servers. Many games already use these as the backbone of their own online servers, so it stands to reason Amazon will want to further the gains on their own cloud server investment. This strong foundation could even put them above Google; the strength of their servers might eclipse Google and solve the latency issues many report with Stadia. But as average internet speeds increase across the world, could their rivalry become the new Sony vs Microsoft?

 

A new challenger approaches

They won’t be the only ones in the fight though. Both Apple and Facebook have made their gaming intentions clear. In fact, all of the above companies draw in a significant amount of revenue through gaming. Apple’s comes from the App Store, with them taking 30 cents for every dollar. But now they have added Apple Arcade to their repertoire; a subscription service that offers cross-device compatibility akin to Stadia.

For just £4.99 a month, you can access a library of over 100 games made for mobile devices. While Apple aren’t yet looking to replace your home console like Google is, they are carving a niche for themselves which could serve as a jumping-off point in the future. Their service eliminates advertisements and shady microtransactions that plague other App Store games. They have created a wholesome closed environment which is – so far – one of a kind.

Then there’s Facebook, who acquired Oculus VR. They already had a storied history with gaming; for many, it was the gaming platform of choice if you had a penchant for virtual farming. But the purchase of Oculus signalled a serious move into the gaming world, with Facebook founder Mark Zuckerberg setting the lofty goal of putting a billion headset in gamers’ hands.

 

The war to come

Google. Amazon. Apple. Facebook. Currently, these four companies stand as some of the biggest in the world. If they wanted, they could accumulate the money to dominate the market. In their own way, each has already invested in new technology and gaming studios to bring something exclusive to each of their services.

And each is backing something slightly different. Will the future of gaming be entirely in the cloud? Will a subscription service become the new norm? Or will VR finally reach the mass market? No doubt the solution will be a mix of everything, but the involvement of these companies will only serve to diversify the market and bring about newer, greater innovations for gamers across the globe.

People are ramping up for the PS5 and Xbox Series X, but these four companies are lurking in the shadows and may be about to bring about the true future of gaming.

At REALTIME, we’re ready for whatever the future holds. We know that no matter what, your games will always need first-class trailers that set the world on fire. If you want to talk about your upcoming project, get in touch with me at [email protected].

Free Resources For Artists

If you are not working at the moment, perhaps now is a great time to learn new skills or brush up on old ones. Maybe it’s more about how you market yourself or manage your freelance business. Or managing fellow artistic brethren. Or anything related to your career – no limits!

So I’ve been chatting to our artists and some of the awesome partners we collaborate with and have pulled together a little list of free resources – here’s some cool content that we think could help you level up (whatever level you are now!), ready for that next challenge when things pick up!

  • The Foundry’s Nuke – we love it! It was a dream on our Game of Thrones trailer. 

You have to check out the workflow Wednesday playlist https://www.youtube.com/playlist?list=PLi2GhhsPL-RrqMRhbMNX6D2SN8ilI2601

There’s some really cool live events that are short bursts of info covering lots of techy topics https://www.foundry.com/events/virtual-events

And you can trial Mari the brilliant texturing tool and nuke for free here – MARI / Nuke

We’re a max studio so it would be crazy not to share with you what the wonderful people at Autodesk have been putting together!

Win, manage and keep clients as a freelance 3D artist https://area.autodesk.com/life-in-3d/win-manage-and-keep-clients-as-a-freelance-3D-artist/ 

3ds Max tutorials https://area.autodesk.com/all/tutorials/3ds-max/

Download assets https://area.autodesk.com/downloads/ 

There are lots of resources here from managing teams for the first time, know-hows on running a business, to portfolio/asset creation advice. Not all are free – but many are.

We use V-Ray so it only makes sense we encourage you to as well. It also discusses working with V-Ray in MAX and Unreal (which we also use – brilliant!).

And – for those of you wanting to use Maya there’s a free edition of V-Ray PLE so you can learn how it works,

THE resource for getting to grips with UE4 if you are relatively new to it.

Great resource for tips, tricks and how-to’s when it comes to MAX modelling and ZBrush sculpting.

Talented concept, key frame and illustration artist sharing his workflows and process for digital painting and more. Recommended by our Art Director, Stu

Immense resource for training and learning on all things art – they cover a very wide range of topics, programs and technical aspects – including essential art fundamentals. Recommended by one of our Senior CG Generalists, Chris.

Tutorials made by, or hosted by, SideFX. Terrific resource for this powerful program.

  •         Materials and Shaders in UE4

Thomas Harle and  Ben Cloward are highly experienced tech artists from the games industry and in their channels they do a great job of breaking down how to handle some intermediate material and shader examples in UE4.

  •         ActionVFX

Great website for junior and seasoned VFX Artist alike so you should check them out. They have a wide number of tutorials and educational content you can learn from. Not to mention a raft of free assets to leverage what you have learnt!

Allan is legendary in the world of VFX and has done much to help people develop their careers, skills or personal brand in FX – he has a ton of resources you can grab at his site (many are free) but here are a select few of his recommendations specifically around marketing yourself and being productive while remote. All very useful in the current climate:

o The Ultimate Demo Reel Guide (also includes some videos)

o Mastering Your Freelance Career

o Extreme Workflow and Productivity Hacks

o Killer Tools to Help You Get s!#% DONE!

o Working from Home

 

There’s more we could share, and MUCH more out there, we just want to give you a head start on some resources we would recommend. This selection of resources is a great starting point if you are in between projects and looking for inspiration to become the artist you aspire to be.

Got any suggestions not on this list? Let us know and we can get this shared!

Thanks for being awesome and stay safe. Much love.

 

Will Half-Life: Alyx change the VR landscape

Valve shocked the gaming world last November when they announced the next entry in the Half-Life series was on its way – 13 years after the release of the last one. And just a few short months later, we have it. Half-Life: Alyx came out towards the end of March and was instantly met with fantastic reviews.

A new Half-Life game has been on the cards for over a decade – since the release of Half-Life: Episode 2. To put that into perspective, it was the year the first iPhone released and the ‘smartphone’ was a crazy concept. In the end, VR was the spark Valve needed to get their creative juices flowing once more, and now we have a game that might well have re-invigorated the VR craze. But will it have any long-term effects or is virtual reality still a flash in the pan?

 

The rise and rise of VR

Half-Life: Alyx is a monumental release for the VR scene. Very few fully fledged games exist for the medium, at least by the metric of game enthusiasts willing to invest in the technology. This is in spite of the many VR games that received wide praise, be it for their quirky charm, like with Job Simulator, or because they were so addictively challenging, as is the case with Beat Saber.

You can even play some full titles in VR – Bethesda made new versions of both Skyrim and Fallout 4, and Capcom touted Resident Evil 7 as a full VR title from the start. These are all reasons enough to own a VR system (if it’s a luxury you can afford) and set the stage for Half-Life: Alyx. All of them are easy recommendations if you were on the lookout for something new. Without them paving the way, would this game exist? If they weren’t there as proof of VR as a concept, would Valve have taken the plunge? Not likely.

Yet the gaming scene has cried out for something meatier, built solely for the medium. Half-Life: Alyx is different. Valve believe in the technology and wanted their own killer app to prove this is more than a concept.

They even have their own VR hardware: the Valve Index. Now they’ve shown the industry that creating a full game for VR is a viable option. With such a big developer leading the charge, we could be on the cusp of a golden age of VR games, especially if PlayStation continues PSVR support on the PS5.

 

A bright future

This could be the watershed moment most technology goes through. At the start, you have the light games that explore the gimmick and over time you get deeper experiences that embed the gimmick into the core gameplay. Just look at the Wii – various waggle-happy minigame collections like Wii Sports eventually morphed into classics like Super Mario Galaxy. The iPhone had a similar journey, too.

Some might see Half-Life: Alyx as the peak of VR gaming – the natural conclusion to the trend. But it is just the start. Due this year is Iron Man VR, a PlayStation-exclusive superhero romp that puts you in one of cinema’s most famous suits. And you have the return of a classic FPS brand with Medal of Honor: Above and Beyond. It isn’t merely a rushed game with a dormant brand name stuck on it; it has been given to one of EA’s most reliable developers and FPS veterans Respawn Entertainment. The shooting action is sure to be on point.

Even the award-winning mobile gaming series The Room is getting a VR-exclusive entry, proving there is a lot of interest in this format still. Even though its biggest negative has always been the price, it doesn’t seem to be stopping publishers’ belief that this is something worth investing in.

The rich choice of games might be what finally breaks the dam. Those who wouldn’t invest in VR because of the lack of games won’t have an excuse anymore. The user base might be on the brink of blowing up which is exciting for early adopters and the industry at large.

This bout of VR popularity has finally made the dream a reality. VR technology exists and looks amazing, and if we keep pushing, it can reach amazing new heights. What the industry needs are more developers like Valve who are willing to push the boundary and keep VR relevant – to keep that dream alive.

At REALTIME, we’re excited by the prospect of VR and would love nothing more than to see it thrive. It’s part of our love of games. If you have an upcoming project – VR or otherwise – that you would like to discuss, feel free to get in touch at [email protected].