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REALTIME celebrates 25 years in the business

We are celebrating 25 years of REALTIME – a major milestone for an independent studio in the VFX and animation space. 

Launched in 1996, we started out in Archvis and CG imagery and animation for the automotive sector for clients including McLaren, Audi, and Ford. We soon found a new niche in creating award-winning video game trailers and in-game cinematics for clients across the globe, including Rare, Codemasters, Disney Interactive and Microsoft Game Studios. Our speciality in story-telling and character animation can be seen in viral trailers including SMITE: To Hell & Back, Game of Thrones: Winter is Coming and, more recently, Subnautica: Below Zero. 

In the last few years, we’ve made the move into the broadcast sector, crafting photorealistic VFX and animated characters for shows including BBC’s The War of the Worlds and Sky TV’s A Discovery of Witches. We established a TV VFX department to further support this effort, expanding the size of the studio by 60% in 2021. 

Says Tony Prosser, CEO: “It is an extremely exciting time to be in the CG space, as we are seeing a huge growth in the demand for high-quality content across the automotive, games and broadcast sectors. Being a local home-grown company from the North-West, we are hugely proud of our history and legacy. 

The focus for the next few years will be nurturing fresh talent that can benefit from the well-seasoned experts that we already have at REALTIME. Remote working is key to growing our team and during the pandemic we’ve proven, to ourselves and to our clients, that we can produce world class productions when we’re not all in the same room.” 

In our 25th year, we are also celebrating several award wins and nominations: our work on the second season of A Discovery of Witches is a finalist for Best VFX at the Broadcast Tech Innovation Awards and the viral trailer for Unknown Entertainment’s Subnautica: Below Zero won the Vega Digital Award for Best Animation. Both projects were awarded a ‘special merit’ at the AEAF awards earlier this year. 

Watch the below reel to find out more about how the studio started and our plans for the coming years:

 

 

 

New trailer for Ridley Road

A buzz has been building around the new BBC four-part thriller Ridley Road, featuring VFX by the REALTIME team and which premieres in October. The series is set in the summer of 1962, when far-right fascism was rapidly rising in London. Based on the critically acclaimed 2014 novel of the same name by author Jo Bloom, award-winning writer and actor Sarah Solemani has adapted the novel for television.

 

 

A guide to crowd replication

The pandemic and its associated restrictions have left many industries with a quandary. How do we go about our business as usual when we’re far from ‘business as usual’? It’s something we’ve all had to adjust to and the TV industry is no different.

Many productions have kicked back into life, albeit with a new way of working. Filming a series or movie has become a puzzle as production teams find novel ways around the problem. Some are going as far as quarantining their entire cast and crew prior to filming, something that is sure to be expensive and outside many productions’ realm of possibility.

While you can figure out an on-set workaround for most issues, what can you do if you need an entire crowd? In our recent survey, we found crowd replication was a key concern for getting TV productions back up and running. With social distancing measures, having a live-action crowd isn’t safe or feasible, unless you want to spend a lot of money paying your extras to quarantine so they can be used to film in a ‘bubble’. Removing them altogether will make your show or film feel lifeless and empty. So what solutions are there?

 

Defining a crowd

Through a process called ‘crowd replication’, we can create lifelike crowds indistinguishable from the real thing. But what constitutes a crowd? Strictly speaking, the term only applies to groups of above 20 people. Think a platoon of soldiers, a raucous crowd at a football game, or a hoard of zombies. Below 20 people, you could still call it a crowd, but because of the smaller size, you would go about choosing a different workflow.

It’s also worth noting that there is a 2D way to do crowd replication and a 3D way. 2D crowd replication usually involves filming a cluster of people (5-20 at a time) at one spot, moving them, then filming again, on and on until you have filled your scene. That wouldn’t abide by social distancing rules, so isn’t an ideal solution. So we’ll be talking about 3D crowd replication solutions that we can reasonably do in these times.

 

How to make a crowd – below 20 people

There are several ways you can do this. The first is to film actors against a green screen, decked out in the right costume, and combine them into a group. You could film them together in socially distanced groups and replicate and fill in the gaps with individual people.

The second is to buy CGI models of the character asset you want. These could be individual people or groups. They would be dressed in whatever the model comes with. If you have a group where people don’t need to be unique individuals, such as in a crowd of soldiers, then it’s a good solution. 

But if you need them to be diverse in how they look and dress, it isn’t ideal because you will need to texture the models individually in different ways to make them look different in a crowd. You can always texture models with your own costume, using different software like Marvellous Designer, but this is time-consuming and expensive. However, if you are doing a period show or require specific costumes, then this is the best way.

The final method is to make bespoke character models and dress them with your chosen clothes/texture, which are ‘handmade’ digitally. You can do this through photogrammetry capture of actors in the clothes you want. You can also create ‘bespoke’ costume using Marvellous Designer, but you get a more realistic finish using photogrammetry.

 

A note about crowd sizes

Something else you need to consider is the size of the people in the crowd, as they appear on-screen. If they are bigger than an eighth of their real size, they aren’t really a crowd. If they’re anywhere between a quarter and half the size they should be, then they need to behave more realistically, otherwise, audiences will be able to spot that they aren’t real actors.

If you ever need to use a ‘featured’ character (as in a ‘main’ character), then this is even more crucial. You would need an incredibly accurate digital double of them. So whichever of the above it is, it will affect how they are made. As a rule of thumb, the closer the 3D character is to camera, the more expressive/ reactive they will need to be and the more realistic. This also affects the cost – so the closer to camera the 3D model is, the more it will cost.

If the character is going to be quarter- or half-size, then using photogrammetry is the usual way. You can also use motion capture of the actor. Another way of doing this would be to use volumetric capture of the actor to create a digital puppet of them. Disney used this method in 2019’s Aladdin for actor Will Smith in his role as the Genie. Weta Digital also has volumetric capture software to create digital double humans, though this is only viable for mega-budget studio movies at the moment.

 

How to make a crowd – over 20 people

Making bigger crowds is usually done with proprietary software that the big VFX houses have spent decades developing. One of the most well-known names in this category is Massive Software, crowd created using can be seen in the likes of Game of Thrones, I, Robot, and World War Z.

These days, you can also create large crowds with a software called Houdini. It’s an entire kit of essential VFX tools, one of which just happens to be crowd replication. It’s a relatively straightforward way to create simulations of entities that behave in the same way, such as zombies or skeletons.

Another route that is opening up is 4D capture. It’s currently being used by architects to populate CGI cityscapes with people but could easily be adapted to work for TV and film. As technology tends to do, I wouldn’t be surprised if this improves in the years to come and becomes a staple technique. Time will tell.

If there is one takeaway, it’s that crowd replication is possible even in these unprecedented times. If your script calls for a diverse crowd of individuals or an oncoming army of soldiers, it can still have that. There are plenty of digital solutions available that can create realistic crowds and who knows, it might just be your new favourite way to do it.

At REALTIME, our expertise in VFX covers crowd replication, amongst many other specialities. We work collaboratively with you to deliver the results you need. To find out more, reach out to me at [email protected].

How to plan the CG elements for your TV show

Welcome back to another blog in our TV VFX for Dummies series. We’re taking a look at the wide world of visual effects, demystifying the scene, breaking down the jargon, and making the process that little bit more approachable. In today’s piece, we’re looking at how to approach the planning of your CGI elements…

The quality of your CGI work will make or break your production. Poor CGI can take a viewer out of the experience, leaving them with a less than favourable view on your show. You don’t want it to become a forgotten piece of media or the joke of the week on Twitter.

A large aspect of creating high-quality CGI assets is planning their integration into the plates you are shooting effectively. We’ve talked about the CG process before in broad strokes. But whether you’re planning to create a CGI hard-bodied asset such as a plane, tank, or car, or something more ambitious and central to your story like a CGI animal or creature, planning how they will be used in your final project from the earliest stages is crucial.

 

Planning your CGI assets

The entire CG process is a long and complicated one with plenty of technical jargon. But today we’re going to focus on some specific elements that need completing in the early stages of the project.

 

Creating your characters

This stage is all about developing the overall look for your creature or the world you are trying to create.

If you are creating a creature, you will need to start by visualising how the creature is described in the script. If you are working on a creature or character from a well known book or story, there may be pre-existing ideas of what the creature will look like. In this case you will be working to develop something based on the clients existing ideas for the creature.

If there are no existing drawings of the creature, or you are working on an original series you will be collaborating with your clients Showrunners, Producers, Writers and Production Designers to help create something that works for the story and the aesthetic of the show.  The creative team will need a concept of what the creature looks like and how it might behave in a scene before they commit to filming. Ideally you do this work in pre-production, when your clients creative team have time to give feedback on your design work.

One of the first things you need to do is lay out some initial character designs in concept art. These sketches help visualise the character or creature you are trying to create. If you are creating a mythical creature of some kind, such as a Dragon or Elf, it is often also helpful to assemble mood boards with reference images of other Dragons or Elfs from other series or films to help inform the design process. Clients will often want to steer away from designs that already exist and reference images can help the VFX studio refine the design approach for the creature. You need to explore different options to find something that matches the overall tone and vision of the creative leads of the production. 

Ultimately, it will come down to the showrunner, producers, writers and director or production designer to feedback on these early designs to start shaping what the final creature or character will look like. In feature film work, you will be driven by the production’s own concept artists and designers, whereas in episodic television, a VFX studio’s own creative teams can collaborate with the production’s in-house creative teams to develop creature and character ideas.

Once you have a creature concept your client is happy with, you can move on to creating a 3D sculpt of the character.

 

Creating your environments

When creating environments, you will often have to create a completely different ‘world’. This could be a medieval village full of magic or a futuristic cyber-punk city. If it’s based on an already-established book series, it might even be somewhere the audience is familiar with.

When developing ideas for different ‘worlds’ it can be very helpful to create concept sketches to visualise any environments you want to create. Again as with creature work, it can be helpful to create mood boards with reference images for what the ‘world’ might look like. Thse can help to clarify design and tone. Often the clients creative team will have reference images and ideas of their own. However they will also be looking to their VFX studio to help visualise the ‘world’ and create it. It is a collaborative process and in episodic TV, clients will tend to lean more creatively on their VFX studio to generate ideas. In feature film production, there tends to be more early design work led by the production.

When you are designing these worlds, you need to think about the entire geography of the city or town and work out where all the different locations are that feature in the scripts. This mapping out of the ‘world’ of your story will help you plan what 3D elements you will need to build and what areas will remain unseen.

If you have a big budget, you will want to see the whole city or town. But if you have budget restrictions, you may only be able to show the key places most relevant to the story. In almost all cases you will want an ‘establisher’ to reveal the environment, but a consideration for making these work is to include characters from your story.

Once you have created some sketches and reference images that meeting your client creative teams approval, you can start to move onto creating 3D environment work to create mock-ups of environments based on approved concept sketches. These can be based on pre-built library stock assets, such Kitbash3D. 

If you are working at a higher budget level, tools like Houdini can be used to ‘procedurally’ create whole cities and environments. Houdini can ‘learn’ how to create buildings and props (based on parameters set by a VFX artist) and replicate these buildings and props and place them randomly into cityscapes. It’s for this reason that studio movies increasingly use Houdini to create the worlds they are building – whether they are mythical like Disney’s recent remake of Aladdin, or photo-real, like the depiction of a photo real Philadelphia for a flying fight sequence in Shazam. Both cities and all the related props were creating using Houdini.

 

Previsualisation

Commonly referred to as simply ‘previs’, this is where you start to see how the asset you are creating will look and move in the final series or film. This is usualy in a full CGI space – with the characters and environment all in greyscale. Previs is commonly used in animation and feature film production, but as high end tv budgets have risen, it also been used in episodic television.

Previs can be a useful tool to help budget and schedule more efficiently. It can be an expensive tool, so it is often best to pick key set piece sequences that are at a budget level that justify the cost. It can also be helpful to create 2D storyboards or animated storyboards of these sequences ahead of commissioning the previs to really determine the visual approach, camera moves and overall shot count of the previs being created.

Previs is a where you can run through several important questions that will affect the final look of the asset or creature you are creating. How big will it look in frame? How quickly will it move? If it is an asset on its own, how does it fit with the world? If it is a CGI crowd member, how will it look when you have 10, 50, or even 100 people?

This won’t be the final look as more work will need to be done on the asset, but you can start to see the visuals come together. At this point, you likely won’t be able to see them in the exact scene as it will be in the finished production. That step comes next.

 

Postvisualisation

When you have your actual footage, the postvis process will give you a brief look at how the assets and film blend together. Basic grayscale, untextured models can be put onto your actual plates so producers, directors, and executives understand how the asset will behave in a scene.

This is an important part of the process if the asset in question is a key component of the production, as with the tripods in War of the Worlds. Regardless, it is still important to know how the VFX will behave in a shot.

Whether this is a large asset like an alien or something as subtle as the fog or smoke that surrounds a scene, it is crucial you can conceptualise how this will interact with the characters in your story.

CG is so pervasive in TV production today that it can’t be avoided. If you want good-quality VFX work, you need to plan ahead. No matter how subtle it is, it still needs planning and still needs an expert opinion.

If you need CG assets for your TV production, consider REALTIME. Our team are experts on the topic and are more than happy to guide you through the entire process. If you would like to hear more, get in touch with me at [email protected].

Why should you find a VFX studio for your TV ASAP?

I thought I’d share with you four reasons why you should find a VFX studio for your TV production as early as possible.

Every TV production is a collaborative process. It needs to be a well-oiled machine where every party – the creative lead, the director, the producer, the writer, the Director of Photography, the Production Designer , and all the other HOD’s- pull together for the greater good.

This will often include an outside party. If your production needs any CGI, you will need the expertise of a visual effects studio. On the list of things you need to do, finding someone to handle this aspect might fall somewhere near the bottom. But partnering with someone early will pay dividends later on. Here’s why you need it can pay dividends  to find a VFX studio to work with sooner rather than later.

 

It can help you plan effectively

There are very few areas of your production where you will want to take a ‘fly by the seat of your pants’ approach. You plan your shooting  schedules and every department has some element of prep time to plan for the production. You work towards an official air date. Why would your approach to your visual effects be any different?

Locking down a VFX partner early on will allow you to plan your CGI  and 2D visual effects in greater detail. This will have a knock-on effect with your overall schedule and your eventual shoot. 

It can also help you come up with ideas for environments or characters early on. You can also  find out what is and isn’t possible technically and use previs and tech vis to help plan where and how the VFX will fit into scenes and sequences.

Another crucial benefit of working with a VFX company early on in development is that you can develop a more realistic idea of what your VFX budget is likely to be. The more developed the ideas become for VFX, the more accurate the budget estimates are likely. VFX studios can also work with clients to help reduce VFX costs at an early stage. Cheaper VFX methodologies can be suggested or sequences can be storyboarded and Previsualised to help get a more definite idea of shot count. If the shot count can ‘locked off’ before production starts for a set piece or sequence that can help to contain VFX budget overages later on.

 

It can increase your productivity and efficiency

If you’re the producer, you’ll have a lot on your plate throughout the entire production process. It’s an act of spinning plates and if one plate falls, the rest will too. You need to find a way to run the production efficiently while being the most productive you can be.

Finding a VFX partner can help with this in two ways. For one, handing off that work to someone else gives you one less thing to worry about. You can turn your attention elsewhere safe in the knowledge that the VFX is in hand. Second, it’s another thing crossed off your list. If that isn’t productive then what is?

 

It can help with any creative blocks

Running a production is like completing a puzzle. It requires a lot of creative, out-of-the-box thinking and last-minute problem-solving. And, if you’re like any other person in the world, sometimes you can reach a bit of a block. 

Creative block is something we’re all familiar with. If you find the perfect VFX studio early on, you’ll have a second, outside party who you can bounce ideas off.. They will have a different insight into production that might give them an alternative perspective you had never considered. Don’t forget they’re creatives too; they’ll be as familiar with problem-solving as you are.

 

It will make the final product better

No doubt some of the world’s greatest creative accomplishments were the result of a last-minute burst of brilliance. But the vast majority will be the labour of long-term dedication, hard work, and planning.

Your TV production is no different. Organising your CGI early on will mean it has more time in production, leading to a better final result. While it is possible to come up with VFX solutions in a short space of time, it isn’t preferable. Giving the studio plenty of notice will allow them to give the CGI the time it needs.

And, in the end, you’ll have a production you will love, critics will love, and audiences will love! Organising your VFX might seem like a hassle now, but the sooner you sort it out, the better your final product will be.

At REALTIME, we have the skills and expertise to give your production that extra special something it needs. We have a history of successful collaboration and would love to hear about your next project. Feel free to get in touch with me at [email protected].