The visionary director teamed up with Director and Executive Producer Jake Rowell and Executive Producer Neville Spiteri—who’d previously worked together on the award-winning VR ocean experience theBlu at Wevr—to produce an experimental fantasy adventure VR game with character connections at its core.
From AI parking systems to advanced features for timber truck drivers, GEISTT AB is helping Scania test out HMI prototypes in real-time simulations for its existing and new generation of heavy vehicles.
Researchers at the University of Warwick have developed a state-of-the-art system that enables them to drive in a real vehicle and hook it up to a simulated environment for autonomous vehicle testing.
With a goal of automating long-distance freight transportation in partnership with the trucking industry, Ike is developing a virtual simulator by building on Unreal Engine’s out-of-the-box AI and simulation features.
Last month, Unreal Fest Online 2020 offered a free one-day virtual event that brought together Unreal Fest and Unreal Academy to offer an exciting and informative program of sessions spanning architecture, automotive, games, film, TV & live events, and cross-industry. Now, the presentations are available online for all!
Since adopting a real-time pipeline based on Unreal Engine for everything from game cinematics to previs, Halon Entertainment has found it can take on projects it would never have previously considered.
From testing, simulation, and validation in the design and engineering stages to VR showrooms and online car configurators, the automotive industry’s data model of the future is set to stay contained within a game engine—and be fully open.
Discover how a small team at creative studio Giantstep used real-time rendering, machine learning, and Unreal Engine to create their photorealistic digital human, Vincent.
From reducing the time it takes to turn around an aircraft to training ground crew in a safe environment, Finnair is harnessing the power of data visualization to optimize flight operations.
Art and Game Director Nobuyuki Kuroki talks about what it was like re-imagining the venerable fighting game franchise with a new 3D art style that pushes the boundaries for beautiful, stylized visuals and slick animations.
Art and Game Director Nobuyuki Kuroki talks about what it was like re-imagining the venerable fighting game franchise with a new 3D art style that pushes the boundaries for beautiful, stylized visuals and slick animations.
Auroch Digital Lead Programmer Sam Chester dives into the challenges that went into Dark Future: Blood Red States, which is based on the 1988 Games Workshop title, and details how the studio created compelling AI opponents without sacrificing performance.
Auroch Digital Lead Programmer Sam Chester dives into the challenges that went into Dark Future: Blood Red States, which is based on the 1988 Games Workshop title, and details how the studio created compelling AI opponents without sacrificing performance.