Sumo Digital Senior Programmers Nick Edwards and Andy Chapman walk us through the implementation of the animation and movement systems for Agent 8, the many-legged protagonist of Apple Arcade title <em>Spyder</em>.
Skydance Interactive Co-Founder and Chief Technologist Peter T. Akemann provides an overview for The Walking Dead: Saints & Sinners’ combat system and details of some of the tricks, techniques, and key insights that the VR developer employed.
Animation features The Life of Our Lord and Golden Panda leveraged an innovative pipeline using the real-time technology of Unreal Engine. Learn more about the production process and the value Unreal Engine brings.
An update from the Epic Games rendering team on the exciting changes coming to auto exposure (eye adaptation) in Unreal Engine 4.25 that can impact the look of your project. Learn about the new workflows, features, and more in this preview.
Real-time performance capture can transfer an actor’s entire performance to a digital character on the fly. Get an understanding of how these systems work, and which one is right for you, in our new white paper “Choosing a real-time performance capture system.”
In the Age of Experience, users demand engaging, interactive, high-fidelity content in real time. In this new white paper, find out how Epic Games' exploration of WebGL and HTML5 led to the development of the Pixel Streaming solution in Unreal Engine, and get the details on how it works.
More and more industries are using multiple large displays to immerse participants in a real-time environment. In this new white paper, learn how nDisplay technology was developed to meet the need for real-time rendering distribution and network management for scaled displays.