The future is Unreal: Virtual Production Contemporary film practice Ravensbourne University 2022 Virtual Production In-camera VFX Combining digital assets – rendered in real-time in a game engine – and physical elements (set, lights, actors) into the final image/output. Virtual Production = LIVE IN-CAMERA VFX https://youtu.be/iw96ZN6e9vw https://youtu.be/gUnxzVOs3rk?t=217 Extended definition example: https://youtu.be/NbVUTx4fHuE?t=4 https://youtu.be/7TavVZMewpY?t=6 How it started and why? https://www.youtube.com/watch?v=gUnxzVOs3rk Virtual Production vs green screen Perspective change - tracking camera • 3-D assets • Camera tracking • Photorealistic renders • Real-time rendering Industry Collaboration Career Training in Collaboration with Industry Identify skills requirements of the (studio) workforce Address skills shortages Up-skilling & reskilling New skillsets "There are a range of serious issues facing industry related to the lack of crew available (skills shortage) and the lack of experience and skills among crew who are available (skills gap)." ScreenSkills Workforce Research in High-End TV Production 22/23 "The wider shortages have a noted impact on virtual production where skills in the new technologies are already in short supply." Story Futures Virtual Production Skills Report 2023 Convergen ce Interaction VP Studio Complexity Intermedial ity Parallelisat ion Intermediality Definition: “The simulation or realisation of conventions and patterns of perception of one medium in another." Christopher B. Balme (2004) Intermediality: Rethinking the Relationship between Theatre and Media 1 Example: Lighting Source: Epic Games Example: Lighting Gaffer (Chief Lighting Technician) Stage Gaffer Virtual Gaffer Source: Epic Games Impact on Studio Practice Impact on Studio Practice • Image Control: colour accuracy between media Impact on Studio Practice • Image Control: colour accuracy between media • Limited Creative Range: stage work vs. virtual asset Impact on Studio Practice • Image Control: colour accuracy between media • Limited Creative Range: stage work vs. virtual asset • Photorealism: film vs. game conventions of perception Example: Art Department Source: Epic Games Example: Art Department Production Designer Art Director Virtual Art Department (VAD) Source: Epic Games Impact on Traditional Roles? Parallelisation "Interactive collaboration between departments in a non-linear pipeline" Ed Thomas Head of RT & VP, Dimension Studio Dev. prod. Pre-prod. Production Post- Dev. prod. Pre-prod. Production Post- Behind the scenes of 1899 https://www.youtube.com/watch?v=ZMynJCgJIQk Hybrid Workforce New roles Existing Roles (Games/VFX) Existing Roles (Film) Hybrid Workforce New roles Existing Roles (Games/VFX) Existing Roles (Film) Unreal Engine operator Real-time/Unreal artist Director of Photography Volume technician Motion capture supervisor Gaffer LED engineer Video engineers Production designer VP supervisor Systems administrator Colourist System technical director Lighting TD/virtual gaffer Real-time compositor VP visualisation supervisor Virtual art department DIT/Data manager Developments & challenges •Evolving technology and workflows •Skills, training and the role of the studio •Cost and accessibility of technology and computational requirements •Sustainability and carbon footprint •Roles and workflows at risk (construction crews, location work & crew) •Virtual set and performance/acting •Visual "quality", audience expectation and the "spectacle" of VP