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REALTIME Appointed Key VFX Vendor on Sky Original Drama

VFX Studio REALTIME has been appointed a key VFX vendor on the second season of Sky One drama ‘A Discovery of Witches’.

The second season of ‘A Discovery of Witches has been commissioned by Sky One and is being produced by British television production company Bad Wolf.

REALTIME has been briefed to create and design a variety of different magic techniques, using a mixture of FX and 2D techniques. They have also designed and animated a hero creature for the series.

The drama is a TV adaptation of the bestselling novel A Discovery of Witches by Deborah Harkness. It stars Matthew Goode (Downton Abbey) and Teresa Palmer (Hacksaw Ridge) and is shot in Wales and on location in Italy

Jonathan Rawlinson, executive producer at REALTIME, said: “We all watched and loved the first series of A Discovery of Witches. It’s great to be working with Bad Wolf on Season 2 of A Discovery of Witches. We’ve flexed our creature and FX designing skills to help design a truly unique character. Here’s hoping our skills stand us in good stead to help create another memorable digital on-screen experience for fans of the series.

“The project comes at an exciting time for REALTIME. We are developing a reputation for projects where creativity and literary excellence combine to make compelling TV series. And it’s always a thrill to work alongside partners who share our passion for screen dramas that live long in the memory.”

REALTIME is also currently working on The Watch for BBC America. The Watch is a fantasy police procedural series inspired by characters from Sir Terry Pratchett’s Discworld series. REALTIME is developing a number of creature and atmospheric assets for the show.

Last year, REALTIME worked on the BBC adaptation of the 2019 The War of the Worlds. REALTIME was a key VFX partner for the production, creating visual effects for the first-ever British television adaptation of H.G. Wells’ iconic novel. 

To meet demand, the VFX Studio launched a recruitment campaign which is ongoing. The campaign will see the studio become one of the largest in the North West UK region, employing a mix of up to 100 full-time staff and freelance digital artists by the end of 2021.

 

Notes for editors

  • More information about A Discovery of Witches Season 2. Season 2  opens with Matthew (Matthew Goode) and Diana (Teresa Palmer) on the streets of Elizabethan London, where they are hiding in time from the Congregation. Here in Elizabethan London they must find a powerful witch teacher to help Diana control her magic and search for the elusive Book of Life. Alongside the Elizabethan action, back in the present day, Diana’s beloved aunts, Sarah and Em, must take shelter with notorious witch hunter Ysabeau De Clermont at her ancestral home, Sept-Tours. Meanwhile, in Oxford, Marcus and Miriam take on Matthew’s mantle to protect daemons Nathaniel and Sophie, whose pregnancy is advancing. And Gerbert, Knox, Satu and Domenico are determined to hunt down every clue they can to Diana’s and Matthew’s disappearance, and the secrets their allies are keeping from them.

 

    • Executive Producers: Jane Tranter, Deborah Harkness, Lachlan MacKinnon, Susie Conklin, Pete McTighe
    • Directors: Farren Blackburn
    • Screenwriters: Sarah Dollard, Susie Conklin, Pete McTighe
    • Producer: Edoardo Ferretti
    • Production Designer: James North
    • VFX Supervisor: Steph Coren
    • VFX Producer: Antony Bluff

 

https://bad-wolf.com/productions/a-discovery-of-witches-season-2/ 

 

TV VFX for dummies – Budgeting for your VFX (part 1)

Welcome back to another part of our ‘TV VFX for dummies’ series, covering all of the aspects of the TV VFX outline, from the biggest ideas to the smallest details. Every part of the process is important, and each has its own quirks that might leave you wondering what to do.

That brings us to today’s topic: budgeting for your TV VFX. It’s a huge topic, so rather than covering everything in one massive article, we’re splitting it into two. Each one will be filled with thoughts and advice on the topic, so make sure to check back for part 2 soon. So let’s start by looking at how you can begin to work out rough figures for your VFX budgeting.

 

Initial ballparking at the script stage

Producers and production companies are often keen to get ‘ballpark’ bids from VFX vendors. This could be while a project is still being financed, or in the early stages of pre-production, when all the key departments are doing their budget estimates based on the latest script versions.

Creating a ballpark cost for a TV series at script stage can be a daunting and difficult task – particularly if the VFX vendor has yet to meet the producer, director, director of photography (DOP) and production designer to get a sense of the creative vision they all have for the series.

The production company or on-set VFX producer or supervisor asking for a ballpark cost often needs one quickly. The temptation for a VFX vendor is to turn around a cost based on average shot costs, rather than providing a cost that considers the relevant methodology and approach for each scene or sequence

Different companies and people bid in different ways. Some will err on the side of caution and allow for any eventuality, leading to a much higher bid. Others will go for the minimum cost for each different shot or sequence, assuming they will adjust the costs later in the process to meet the actual creative brief from the director, DOP and production designer.

The result can often be disappointing – both for the client and the VFX vendor. Clients might receive much bigger ballparks than they were expecting; or, conversely, appealing low bids. Later on, they may find those large ballparks reduce, as the vendor receives more information about the series. Similarly, very small bids can suddenly balloon when the full creative vision for the series is communicated to the VFX vendor.

 

Separating the asset costs

It’s common to separate asset costs in TV series that contain lots of 3D assets – whether it’s a creature or a spaceship.

It’s useful to do this so the production company knows how much it costs to create the asset in question. Conversely, if the 3D asset is included in the shot cost, the client won’t know how much that creature or asset costs to build.

Personally, I think it’s helpful for clients to know how much an asset costs to build. Often, it is less than they think and if the asset is an important character or creature, it is useful for the client to know then how much roughly it costs each time to ‘see’ that character in the series, but separately.

Once clients know how much an asset costs, it’s helpful for them to then think about using the asset as many times as they can afford. Creatures are relatively expensive to build, but once built, they aren’t that expensive to put into a shot. So if you are going to build an asset, then use it. Or rather, if you build an expensive asset, don’t just use it in one or two shots. 

The other side of that coin is if the asset only appears once in the series, do they really need it? Could they find other ways to use it? For example, if the asset is a digital matte painting, could it be re-used by changing the lighting or time of day?

 

Keep rebidding

For a production company or producer, the overall accuracy of a budget is extremely important.  The only way to keep on top of this is for the VFX vendor to keep rebidding the series. If a vendor boards a show that doesn’t have a VFX producer or supervisor on the team, they need to rebid the series following the tech recce and throughout the shoot as any key changes are made. 

If a VFX vendor provides a ballpark at script stage and doesn’t rebid the series until shots are turned over (and is not involved with tech recces and on set supervision), there will almost certainly be a dramatic rise in the VFX budget. The changes that happen throughout a shoot need to be communicated back to the vendor throughout and the budget adjusted accordingly.

 

Budget for clean-up costs

Last – but by no means least – in terms of cost comes clean up. ‘Fix it in post’ is one of the most overused phrases in the TV industry and is not something either producers or VFX vendors really want to hear. For producers, it means unwanted costs. For VFX vendors, it can mean budget for interesting creative shots being spent on clean-up that has no production value or impact.

While there is always a need to clean up unexpected or unwanted items from a shot, too often with a tight shooting schedule, clean-up work involves cleaning up crew members, crew vehicles, and equipment. These costs can be considerable, and they are almost always more than the client was expecting.

So my suggestion with clean up is that you should budget for it. Make an allowance per episode and stick to it. Otherwise, the costs can spiral; on many series, it can take up to 30% of the VFX budget or more.

You can clearly see just how deep the rabbit hole goes when it comes to budgeting. But there is still so much more to this dense topic. In part 2, we will look at what you can do to make the process easier and give VFX vendors a clearer picture of what to expect.

If you need a VFX vendor you can rely on to get the job done to budget and to a high quality, reach out to us here at REALTIME. To discuss further, you can contact me at [email protected].

 

Creating a AAA game trailer in lockdown

2020 has been an unprecedented year. The country went into lockdown as the world dealt with this continuous pandemic. Our way of life shifted dramatically, changing how we all work and live. For us, our entire operation was briefly flipped on its head and we were left wondering how we would deliver. 

But we were able to slip into a very natural routine that had a minimal effect on productivity. In the end, we put a video game trailer together in the midst of a lockdown, testing our artistic, communication, and management skills.

The final product has exceeded our own expectations and looks to be a massive hit, with plenty of positive feedback and YouTube views, especially on the art direction, style, and music. So how did we pull together a trailer like this under such circumstances? With insight from Art Director Stu Bayley and Head of Production Jane Forsyth, let’s look at the challenges faced and lessons learnt along the way.

 

The lockdown

From the start, this was an electrifying project for the REALTIME team. Having worked with the client previously, we were excited to work together on their latest title. Of utmost importance was making sure the game’s beautiful art style translated well in the trailer, and audiences could see how much of a visual marvel the game is. Thankfully, we have some impressive artistic talent at our disposal, along with the fantastic artists from the client.

As if staying faithful to their visionary art style wasn’t enough of a challenge, then came the lockdown. Suddenly, our art team – so used to working in proximity and bouncing off of each other – was scattered. It’s a familiar feeling to many of you, we’re sure.

With some foundation work done prior to this, thankfully, everything else could be completed from our homes. In principle. But in this situation, you have to change how you approach work. Many people were and are still dealing with other external pressures like homeschooling and supporting a partner who was still working as a key worker. Everyone needed to restructure their days to accommodate this. For us, that meant entire working days were spent in meetings; it presented a new communication challenge.

Our homes became our workspaces and our families became our colleagues. And that was just as true for our client. Working with people across the globe and with everyone working around their families, we had to be readily available at all times. A colossal number of hours went into this project to get it over the line, requiring a level of motivation you wouldn’t think possible in the midst of a pandemic. But we got it done.

 

The challenges

With such a distinctive art style, one of the key challenges was always going to be making sure it shone through in the trailer. Everything had to be perfect, so we worked collaboratively with the client. 

They valued any input we brought to the table and we each pushed the other to do our greatest, reaching new heights of fidelity. Character animations were on a whole other level. In all, we took 60 passes at this project to achieve the vision we were after, a far cry from the 10 or so times it might usually take us in a non lockdown situation. It truly is pixel perfect.

Working out of the office was a challenge, too. No matter if you went the VPN or remote desktop route (as we did with Splashtop), you were still at the mercy of the internet connection. But, for us, working from home went a lot smoother than we ever anticipated. It seemed so daunting, but everything came together in the end. And it showed us a new flexible way of working that will surely change how we all work forever.

 

The communication

One thing that had to change for all of us is how we communicate. Our colleagues aren’t just a desk away anymore. But, bizarrely, this project might have made us closer than we were before. The key is to find a communication platform that works for your situation. For us, Microsoft Teams was a godsend. And we had only recently switched to it before the lockdown!

It’s how we communicated with one another and with the client. When you both use the same platform, it just makes the whole communication process that much easier. We were always on it and so too were the client. It made the back and forth simpler, and changes can come about quicker.

 

But do you lose something by not being in proximity to one another? Stu couldn’t look at what one of our team was doing and give guidance before it went too far down the wrong road, hence why there was a need for so many meetings. It was harder to keep on top of things that you would normally have an eye on while walking through the studio. Errors will still happen – such is the creative process – but when you aren’t in that usual environment, you need to be even more attuned to the day to day in an effort to reduce their frequency. Finding ways to communicate effortlessly was a necessity.

Communication plays a much more important role beyond this. It’s about making sure everyone is feeling their best. Everyone needs support, whether they live alone or have their family with them. It’s why we made sure to talk to everyone as much as possible. Not just about work, but also about life outside of it. As they say, humour is the best medicine.

The side effect of this is our interpersonal relationships have never been better. They’re stronger because of the constant communication. This carried across departments, with different teams excited to share what they’ve been working on. It makes for a better work-life balance, a better team, and a better working environment.

 

The lessons

So what can we take away from this? What will we keep with us to make REALTIME a stronger business going forward? The importance of communication might just be the biggest lesson. Not just on the usual level you might have in the studio; it’s more than that. You need to communicate more and in a more genuine way, both in and out of work. It encourages teamwork, creating a sense of unity that brings everyone together.

It proved that we can pull off such a project and, with some tweaks, could easily be a new way of working. The studio will always have its place, but we have learnt so much about working across distance, making any future collaboration that much smoother. The flexibility can’t be underappreciated; being around family more can only be beneficial.

Something else to take away is the importance of giving yourself the breathing space. Jane knew when she needed 5 minutes away to run around the room and do anything that wasn’t work and Stu found solace in oat milk, of all things. But we all need to let off steam, and that’s a message we brought to our staff. We made sure to add some levity to proceedings to keep it lighthearted and spirits high. After all, we’re in this together as a team. Sometimes what you need is for someone to post a silly gif or just talk about their interest outside of work. It’s a coping mechanism that’s always appreciated.

Above all, we learnt we can adapt to any situation and still deliver an amazing end product. We can still collaborate effectively and work well with our clients. We can pull together as a team and deliver on our client’s artistic vision. And we can communicate better than ever.

The client appreciated all the time we put into the project to make it a reality and we are appreciative of the space they gave us to stretch our creative limbs. We know this lockdown won’t stop us and we can still create a AAA game trailer no matter what the situation.

At REALTIME, we’re always ready to step up to the plate and challenge ourselves. We focus on open communication and collaboration to deliver exactly what you’re looking for and more. If you would like to discuss your upcoming project and how you plan on handling it in this situation, feel free to reach out to me at [email protected].

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 video game technology is breaking into other industries

Video games are one of the most-loved pastimes. To get an idea of just how popular it is, look no further than the PS5’s reveal which has – as of writing – garnered more than 23 million views on YouTube. It’s fair to say everyone’s a bit excited.

But for some, the most exciting aspect of gaming isn’t the new releases or the shiny new hardware. Its uses extend far beyond that. There are people out there who use gaming technology without even touching a video game. For them, it has revolutionised the way they work, learn, or even interact with the world.

Gaming has given us a lot of great moments but we’re here today to talk about the alternative uses you might not know about. Here are three gaming innovations that have found a place outside of our living rooms.

 

Engines

Epic Games has long touted its popular Unreal Engine as a resource for use outside of gaming. That will no doubt still be the case with its recently revealed fifth iteration. And plenty of people have taken them up on that offer.

It’s popular in industries where you need to render a 3D model for one reason or another. The automotive industry will use it to create hyper-realistic recreations of their cars for a configurator. Or the TV and film industry might use it to create pre-vis assets to give the production team an idea of how the finished product might look.

One drug development company has even used it to develop medicines. It came from a need to make the initial discovery and development stage simpler. It’s reasons like this why Epic created their “Enterprise” team, whose job it is to bring the technology to new mediums. Who knows, maybe it’ll play an integral role in creating the next groundbreaking medicine.

 

Motion controls

Opinions on motion controls will vary depending on who you ask. There’s a tendency to view it as “gimmicky” or a “flash in the pan”. And maybe that’s the case; Kinect is hardly in everyone’s living rooms, as Microsoft hoped it might be. But it has found a home elsewhere.

When Microsoft released the SDK for the peripheral, it opened the door for many other industries who could make use of its frankly amazing motion-tracking technology. Here’s a video of it being used to interpret sign language, which could break down barriers in communication.

There were even stories of it being used in surgery. Beyond that, it could be used for mixed reality purposes, such as digitally trying on clothes at a store, capturing high-quality 3D scans, or even in stroke recovery.

 

Virtual reality

VR is slowly gathering pace in the video game world, with games like Valve’s Half-Life: Alyx pushing it further into the mainstream. But such a strong piece of tech was always bound to find a home outside of video games.

In healthcare, it’s become a useful tool for training surgeons, with some using it to hone their skills for complicated procedures, such as brain surgery. You also have the military using it to train soldiers. And you can see museums adopting the technology to deliver a more immersive, educational experience.

Back to the automotive industry, where Toyota is using VR to teach people about the dangers of distracted driving. It could also be used during car production to let people look inside the car in great detail (thanks to a high-quality render) even when they aren’t at the manufacturing facility.

 

And more!

This one is a throwback; remember when the US Air Force made the 33rd largest supercomputer using PS3s? 1,760 of them, to be precise. Not only was it big, but it was fast, too. At the time, it was actually the fastest interactive computer in the entire US Defense Department.

But we’re still seeing more and more examples of how we can use games for good to this day. CCP Games have even integrated scientific research into their massively popular game EVE Online. As part of what they call “Project Discovery” players can take part in a minigame that can help scientists fight COVID-19. By marking groups of cell populations present in blood, they can help scientists understand how different cell populations are altered through infection.

And this list is far from exhaustive! There are hundreds of other uses for video game tech I wish we could talk about but no one wants to read me go on for 10,000 words. It’s great to see video games have an influence on even more lives and show how it can be a force for greater good. With the impending release of new consoles and technology, we can’t wait to see what it’s used for next.

At REALTIME, we’re always looking for ways to improve what we do, across all aspects of our operations not only the video game trailers. We live and breathe this technology and if you need an experienced body for your next project, our team is the perfect pick. Get in touch with me at [email protected].