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The Cinematic Evolution: In-Engine’s Comeback

In-engine trailers are making a come back!

Game developers invest a great amount of time into evolving characters, designing gameplay and creating worlds. We like to take that and add a cinematic edge that makes games sparkle, beautifully, in their own light.

It’s a known fact that developing a game is a long and challenging process. Much like producing a film, hours, days and years are tirelessly worked to create some of the most exciting, imaginative and explorative worlds for eager gamers to spend their days and nights wildly investigating.

Back in a more retro time (the ‘90s) game devs didn’t have such an issue with their cinematic content, as they were happy to make their own, using it to detail story arcs as a gift to loyal gamers who’d made it to the end of challenging quests. Devs would clip their cinematic content together to create pre-rendered trailers, which are now looked back on with hearty nostalgia, like Blizzard Entertainment’s first trailer for Warcraft II.

In the noughties there was something of an animation boom, and the visual quality of cinematic content started to run at a pace that game devs couldn’t keep up with. Animation studios began to pop up, specialising in high-quality game cinematics to bridge the gap between video games and cinema. As a result of this, developers started to outsource their promotional work to the specialist animation studios, so that they were able to spend more time finessing their games, and less time worrying about trailers. A particularly game-changing trailer was Blur’s 2005 cinematic for Hellgate London, which set the path for the next decade of visually stunning, high-quality cinematic trailers.

Developers sacrifice a lot, pouring their hearts and souls into their work to make sure that it’s the best that it can be. So it could seem almost impossible to decide whether to release their techy child into the arms of a stranger to create promotional cinematic materials for it.

“Would a cinematic trailer do our game justice?”

“Will the studio understand the world that we have created?”

“Can our heroes be presented in their best light?”

“Do we have the time or budget to make this happen?”

“We’re not going to end up mis-selling the graphical quality… are we?”

I’m guessing that these are all hypotheticals that a game dev would ask when considering ordering a classic prerendered cinematic trailer.

Recent developments within the cinematics industry are helping to reduce the number of concerns a game dev might encounter, with the simply ingenious idea of creating cinematics within the game’s engine itself! This allows animation studios to create cinematic portrayals of gameplay and faithful depictions of characters all within the game’s own world… and they also have the added benefit of being output in stunning high-quality resolutions.

“It’s all the same world, we just add an extra edge.” -Tom Pullan, Lead Artist.

Ever since we produced our premiere in-engine trailer, Lost, the studio has embraced the new pipeline and processes, finding it an interesting challenge to try and master the art. Whilst the studio is currently in the midst of working on our new series of in-engine cinematics for Rare’s Sea of Thieves, I had the chance to go around and chat to some of the REALTIME guys about their experiences working within the UE4 engine:

Ian Jones, Director:

“I wouldn’t say [directing] is necessarily easier [within the game engine], but it does mean you can hit the ground running.  We get to skip a lot of the conceptual phases of the work, because the look and a lot of the assets are already established.

“In-engine directing requires a different type of creativity.  It reminds me of shooting live-action on location. You’re given an environment to work within, a list of props and a cast of characters. You have to explore all of the possibilities and make the most of what’s available to you.  I often find that creativity is driven by the limitation within a task. Because we can’t build a bespoke set or create an ideal camera angle, we have to find creative solutions. This is what makes it challenging and fun. The results are often more interesting than if we’d started with a blank page.”

Tom Pullan, Lead Artist:

“We get presented with the latest game build… it’s not ready for popular consumption, and it’s still not fully developed,” explains Tom, “but it’s developed enough for us to take assets from it to create the cinematic trailer. We then use a sequencer tool, that’s typically used for cut scenes within the games, to put together the cinematic.”

“Our current client has created some beautiful characters, and parts of the cinematic require lip sync for dialogue scenes, so we’ve had to create more intricate facial rigs to make the characters more impressive. Refining the rig is a reasonably fast process, and it only takes a couple of days to get the characters looking really cool.”

Stu Bayley, Art Director:

“I find that the key to getting the best results is through iteration and refinement. From a visual perspective the more instant the feedback, the better the end result will be. And one big benefit of directing the art within a game engine, is the ability to instantly see the feedback of changes to layouts and lighting, which currently isn’t possible within non-realtime viewports.

“Working in-engine can speed up the cinematic process as we usually have to elaborate on the game’s cinematography and complexity of the animation and storytelling. This allows us to stay faithful to the established IP and focus on creating engaging moments in their world.”

Through the conversations that I had with Ian, Tom and Stu it was clear that the creative challenge of developing an in-engine cinematic is an exciting opportunity for the studio. The most potent talking point alluded to the imaginative freedoms that artists are allowed when working with real-time feedback, which is currently a topical developmental theme within the industry. Pre-rendered and in-engine software have entered somewhat of a transitional period, where their lines and capabilities are becoming blurred.

Unreal’s latest update illustrates this perfectly. Back in March they announced their new real-time ray tracing technology, which will see reflections and lighting behave dynamically within their engine, in the same fashion as lighting departments in a pre-rendered pipeline. The results are truly stunning, and it really does pose an interesting question as to what the future of game cinematics might look like… will specialist animation studios slowly be absorbed by game studios to bring their skills in-house, or will their niche skillset, adaptive instincts and learned experience instil confidence and affect a new wave of interest in their work and services?

Top Tip: Timing

We’ve got a short and simple Top Tip for this week, courtesy of Ian our CG Director:

“Are you having trouble with the timing of your previs or blockout? I find that it’s easier to start with the music. Find a guide track that has the right mood and tempo for your scene- the cadence and patterns in the music should help you to guide your edit. That’s my tip!”

Why don’t you take a look at our War Thunder Heroes trailer below to see how the action marries to its background music:

Interesting fact: Our War Thunder Heroes Trailer has been viewed by over 7.3 million people since its launch in September, 2013!

 

REALTIME are CGI, animation and VFX specialists, with a focus on gaming, automotive and broadcast. We go the extra mile to create cutting edge content capable of transporting the viewer. Whether we are immersing gamers in distant alien worlds or placing buyers in the driving seat of their perfect car, we don’t just make visuals, we craft belief.

As the trusted partner for world-renowned games companies for over 20 years, we have the experience, expertise and passion to deliver engaging and immersive trailers for upcoming releases.

With specialist creative teams working with the latest CGI tools, we create cutting-edge visual communications that captivate audiences, engage viewers and inspire belief. Whether it’s an online marketing trailer or TV commercial, we’ll create fantastic digital worlds that deliver tangible real life results.

Through individual and team expertise, our highly adaptive production pipelines add efficiency, quality and transparency to our creative processes.

Top Tip: Hair & Fur

This weeks Ornatrix Top Tip comes from our Lead Artist, Scene Dev Tom!

He’s here to share with you some interesting information about Ornatrix that could help you out when it comes to perfecting hair and fur…

You can use multiple stacked OX_surface_comb modifiers masked by the region you want to apply to. There is a tick box for use shape and for use direction. Using several of these modifiers with direction turned off but shape on allows you to assign different hair curves (flat, tufty, etc) to different areas. Finally put an OX_surface_comb modifier at the top with only direction ticked to use the sinks to comb the direction of your hair.

Note:  The shape graphs on the comb modifier are additive, so if you overlap them they will flatten hair more.

Ornatrix hair and fur

 

 

As the trusted partner for world-renowned games companies for over 20 years, we have the experience, expertise and passion to deliver engaging and immersive trailers for upcoming releases.

With specialist creative teams working with the latest CGI tools, we create cutting-edge visual communications that captivate audiences, engage viewers and inspire belief. Whether it’s an online marketing trailer or TV commercial, we’ll create fantastic digital worlds that deliver tangible real life results.

Through individual and team expertise, our highly adaptive production pipelines add efficiency, quality and transparency to our creative processes.

Top Tip: Houdini Fracturing

This week’s Top Tip comes from one of our Lead Artists, Graham Collier!Here are a few methods that we use for pre-fracturing geometry before a rigid body simulation. I have included the Houdini scene file to help you get started, and you can also download the latest non-commercial edition of Houdini from here.

  1. The simplest method of fracturing geometry is to scatter points on the surface of your geometry and then plug these points into a Voronoi fracture node.
  2. A better method, if you want nicer internal fracturing, is to use an ISOoffset node to convert your geometry into a volume and then you can scatter your points into this volume. You can then plug these points into your Voronoi fracture node.
  3. If you want to create long fragments like wood splinters you can do this by simply adding a scale node before the fracture and then shrink the geometry along one axis. Then you invert this transformation afterwards.
  4. If you want more interesting fractures then use the Voronoi fracture points node. This lets you create controlled areas of detailed fractures. Each point going into the node will create multiple points within a fracture radius. Switch on Visualise Points to see the point clusters before you fracture the geometry.
  5. Adding displacement to your geometry before fracturing will help break up the straight lines that Voronoi makes. You can use a rest node to save the original point positions and then add noise with a pointvop or mountain node. After the fracturing you can move the points back to their original non displaced positions by binding the rest Attribute back to the position in a pointVOP.
  6. Use interior detail on the Voronio fracture node to create more interesting internal detail to your fractured geometry.

And here’s a video showing you the fracturing in action:

TIGA Awards: Meet the Dinos

You may have previously heard that we’re going to be sponsoring this year’s TIGA Awards. If you have, you’ll probably know that we’re pretty excited to be doing so. And that’s partly to do with the amazing, super awesome, brick-tastic idea that we have been creatively brewing for our table gifts (which we hope that you’re excited to be receiving too).

You’re probably thinking… ‘But Jess, what is this amazing, super awesome, brick-tastic idea that you are talking about?’ Well I’ll take you all the way back to the beginning…

Once upon a time, at the start of September… The RealtimeUK Marketing Department congregated around the ‘great boardroom table’ to try and come up with the ultimate award evening table gift. It was much like the meeting of ‘The Fellowship’, but with less people.

We debated what makes a great gift; practicality, shininess, collectability… but one word kept coming to mind- fun. And from fun we found colourful blocks of joy… Lego.

But Lego alone wasn’t enough. We felt like we needed the statement scarf to match our already chic outfit. Fortuitously, it was at that moment that we found out about the success of our Jurassic World Evolution trailer – Dinosaurs!

The RealtimeUK Lego Challenge was born.

On the night of the TIGA Awards we’ll be placing a giant brick on each of your tables. Much like a Russian nesting doll, the giant brick will be filled with lots of regular sized bricks. And this is where you’ll come in.

We’re challenging you to get creative, to let your imaginations run wild; by creating the greatest Lego dinosaur known to man, and reptile alike.

It’s a big ask, I know. And that’s why we have been busy making these informative yet cute videos of the RealtimeUK Dinos being built. Let me introduce you to our resident Dinos;

 

Meet Darius: The dotty Diplodocus. He is a keen train spotter, loves drinking hazelnut lattes and wearing odd socks.

 

 

Meet Jeff: The short tempered but warm hearted T-Rex. Jeff loves reading Nordic spy novels, doing some *rad* stunts on his skateboard, but he also knows how important it is to relax with a Bublé Bath.

 

 

Meet Susie: The cheerful Triceratops. She likes laughing, watching Criminal Minds and participating in bi-monthly tug of war contests.

 

 

Meet Greg: The chill Stegosaurus. He’s a big fan of David Attenborough, a proud Ravenclaw, and he is also a strong believer in the theory that Keanu Reeves is an immortal.

 

They’re going to be up to quite a lot over the next week; meeting Stormtroopers, going on hobbit like adventures and even playing a bit of FIFA. You can follow their adventures over on our Twitter page.

You can build one of the RealtimeUK Dinos or you can go off-piste and do your own thing. Either works for us.

But whatever you do, we want to see your masterpieces! You can do that by tagging the pictures with our marvellous hashtag #RTUKLegoChallege over social media platforms, where we’ll be eagerly awaiting to see what you have created.

Not attending the awards? Don’t worry. Gather together your own brick supplies and make some fabulous dinosaurs, and send them to us with the hashtag. The more Dinos the better.

TIGA Awards here we come!