https://www.unrealengine.com/rssUnreal Engine - News, Developer Interviews, Spotlights, Tech BlogsFeed containing the latest news, developer interviews, events, spotlights, and tech blogs related to Unreal. Unreal Engine 4 is a professional suite of tools and technologies used for building high-quality games and applications across a range of platforms. Unreal Engine 4’s rendering architecture enables developers to achieve stunning visuals and also scale elegantly to lower-end systems.en-USUnreal Engine 4.24 is now available!https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Funreal-engine-4-24-is-now-available%2FNews_4.24_blog_thumb-375x275-48c85fb1d7f00a77f8ec006e8fe161f7c3dd874a.jpgNew and enhanced features for everyone, from photoreal hair and fur, to new landscape tools, atmospheric skies, SSGI, enhanced multi-display rendering, first-class USD support, Visual Dataprep, and much more. Plus, Datasmith and all of Unreal Studio’s other features are included—for free!We’re excited to announce that Unreal Engine 4.24 is now available for download. As you may have heard, with this release, we’re retiring Unreal Studio and folding all of its features into Unreal Engine—for free. Unreal Engine is now your one-stop solution, whether you’re working in game development, architecture, film, television, automotive, training & simulation, or any other industry.<br /> <br /> There’s a host of new features and improvements across the board, with something for everyone. You can now create even more convincing interior and exterior scenes for games and visualization with new tools for nondestructively creating and editing open-world landscapes that adapt to other scene elements; gorgeous atmospheric skies; and Screen Space Global Illumination that scales across console and desktop platforms.<br /> <img alt="News_4.24_blog_body_img4.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Funreal-engine-4-24-is-now-available%2FNews_4.24_blog_body_img4-1640x692-f1ec17f638279f26f2b34b745d9201fe2167ed86.jpg" width="auto" /><br /> For those looking to create more believable characters, creatures, and virtual beings, we’re proud to offer a first look at our new strand-based hair and fur system that enables you to simulate and render hundreds of thousands of photoreal hairs at up to real time speeds.<br /> <br /> Formerly part of Unreal Studio, Datasmith—the toolkit for converting entire scenes at high fidelity from 3ds Max, SketchUp Pro, Cinema 4D, and a host of CAD and BIM formats—is now available for free as part of 4.24 and all future versions of Unreal Engine going forward. Add to that new Visual Dataprep for streamlined, easy-to-use, automated data preparation, and getting data from any source real-time ready is faster and easier. <br /> <img alt="News_4.24_blog_body_img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Funreal-engine-4-24-is-now-available%2FNews_4.24_blog_body_img2-1640x941-f43755399404b07ea905ef4cf3d640c5bc2700b0.jpg" width="auto" /><br /> That’s not to mention the first-class USD support that enables modelers and layout artists to work in parallel; enhancements to multi-display rendering that make it much easier to use out of the box, even on existing projects; and a new task-based wizard to give you a better starting point when creating new projects.<br /> <br /> And last, but definitely not least, in fulfilment of our <a href="https://www.unrealengine.com/en-US/blog/unreal-engine-4-24-to-ship-with-free-quixel-megascans-unreal-studio-features-and-more" target="_blank">announcement</a> last month, you can access Quixel Megascans in the Marketplace and through Quixel Bridge—all free for use with Unreal Engine.<br /> <img alt="News_4.24_blog_body_img5.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Funreal-engine-4-24-is-now-available%2FNews_4.24_blog_body_img5-1640x1000-6a340c8043076ff9b3e8fa858a01de04c33aab91.jpg" width="auto" /><br /> <a href="https://www.unrealengine.com/en-US/features" target="_blank"><span style="color:#3498db;"><strong>See all the new features</strong></span></a><br /> <br /> If you’re an existing Unreal Engine or Unreal Studio user, you can download Unreal Engine 4.24 from the Epic Games launcher. If you haven’t yet taken the plunge, there’s never been a better time; click the link below to get started. Either way, we hope you enjoy all the new features and upgrades, and as always, we encourage your feedback!<br /> <br /> <span style="font-size:18px;"><a href="http://www.unrealengine.com/eulacheck" style="font-size: 18px;"><span style="color:#3498db;"><strong>Get started now</strong></span></a></span><br /> <span style="font-size:12px;">Some features are beta or experimental, and should not be considered production ready. See the <a href="https://docs.unrealengine.com/en-US/Support/Builds/ReleaseNotes/4_24/index.html" target="_blank">Release Notes</a> for details.</span><br />  NewsFeaturesDatasmithArchitectureAutomotive & TransportationFilm & TelevisionBroadcast & Live EventsTraining & SimulationGamesARRay TracingMon, 09 Dec 2019 13:30:00 GMTMon, 09 Dec 2019 13:30:00 GMThttps://www.unrealengine.com/blog/unreal-engine-4-24-is-now-availableCelebrate the longest-standing Marketplace creators during the January Flash Salehttps://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fcelebrate-the-longest-standing-marketplace-creators-during-the-january-flash-sale%2FNews_JanuaryFlashSale_THUMB-375x281-5d195cd655a627254b1e849d033858c750ab5662.jpgSave 50% off over 200 products from some of our most veteran Marketplace creators, now through January 20.Now through January 20, help us celebrate some of our longest-standing Marketplace creators by taking 50% off select products during the <a href="http://epic.gm/eventsale" target="_blank">January Flash Sale</a>! <br /> <br /> Browse tried-and-true favorites to accelerate your development, and spice up your environments with high-quality landscape tools. From lava pools to laundromats, our creators have you covered.  <div style="text-align: center;"><img alt="News_JanuaryFlashSale_FEED_THUMB.jpg" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fcelebrate-the-longest-standing-marketplace-creators-during-the-january-flash-sale%2FNews_JanuaryFlashSale_FEED_THUMB-1400x788-e6f8e868faf5c187b97a76a0b245e1d8c88e19d0.jpg" /></div> <a href="http://epic.gm/eventsale" target="_blank">Shop</a> through January 20 at 11:59 PM EST for all of your project needs—Blueprints, characters, props, plugins, and more! <br /> <br /> Happy shopping!<br />  CommunityEventsNewsGamesAmanda SchadeFri, 17 Jan 2020 15:00:00 GMTFri, 17 Jan 2020 15:00:00 GMThttps://www.unrealengine.com/blog/celebrate-the-longest-standing-marketplace-creators-during-the-january-flash-saleEnter the Unreal Online Learning New Year’s Challengehttps://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fenter-the-unreal-online-learning-new-year-s-challenge%2FNews_UOLChallenge_blog_thumb-375x275-0c487154e3dba31fd7b063a64ad5b30ff9d39acf.pngReady to skill up on Unreal Engine in 2020? Complete an Unreal Online Learning course and share your achievement badge on social media for a chance to win a $1,000 gift card. Read on to learn more about the challenge.New year, new learning goals! This is a great time to expand your knowledge of Unreal Engine, the <a href="https://www.unrealengine.com/en-US/blog/demand-for-unreal-engine-and-real-time-3d-skills-at-all-time-high" target="_blank">fastest-growing game engine skill</a> on the market.<br /> <br /> We’d like to inspire you to build your expertise by entering our first Unreal Online Learning Challenge for a chance to win a $1,000 gift card!<br />   <h3><strong>How to enter the challenge</strong></h3> To enter the challenge, complete at least one Unreal Online Learning course by <strong>February 15</strong> and share your new achievement badge on Twitter or Facebook using the hashtag #LearnUnreal. <br /> <br /> To share a badge, visit your Achievements page and click on the social share icon underneath the desired achievement icon.<br /> <br /> The deadline for entry is February 15, 2020 at 11:59 PM EST.  <div style="text-align: center;"><img alt="NewYearChallenge-gif.gif" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fenter-the-unreal-online-learning-new-year-s-challenge%2FNewYearChallenge-gif-f4d35b9df6f444f0d64c44da424b8ea171eecc70.gif" width="auto" /></div> <img alt="News_UOL_Challenege_blog_body_img1.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fenter-the-unreal-online-learning-new-year-s-challenge%2FNews_UOL_Challenege_blog_body_img1-1640x1000-b88052fa07d947bdb7ac4e930d07558f9a58cb2b.jpg" width="auto" /> <h3><strong>Rules</strong></h3> This sweepstake is open to the US only, and only one entry per person is permitted. Be sure to check out the <a href="https://epicgames.box.com/s/d6w4xhw6qgcklcbisrps28cbvsgxler5" target="_blank">official rules</a> for more information on how to enter, along with the submission criteria.<br /> <br /> We look forward to seeing your progress. Kick off the challenge by <a href="https://www.unrealengine.com/en-US/onlinelearning-courses" target="_blank">getting started with a new course today</a>.<br />  ArchitectureAutomotive & TransportationBroadcast & Live EventsFilm & TelevisionGamesTraining & SimulationMore UsesLearningTutorialsWed, 15 Jan 2020 14:10:46 GMTWed, 15 Jan 2020 14:10:46 GMThttps://www.unrealengine.com/blog/enter-the-unreal-online-learning-new-year-s-challengeDiscover Pixel Streaming: real-time distributed content for any devicehttps://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fdiscover-pixel-streaming-real-time-distributed-content-for-any-device%2FTech_PixelStreaming_blog_thumb-375x275-ab6d243cf31300f446c4319164e4e6ea4b9986f1.jpgIn the Age of Experience, users demand engaging, interactive, high-fidelity content in real time. In this new white paper, find out how Epic Games&#39; 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.Automotive configurators, real-time collaboration, and customer engagement are just a few of the uses for interactive real-time content. But what if you want users to be able to interact on a smartphone, tablet, kiosk, PC, or any device at all? Until recently, distribution solutions relied on the hardware at the receiving end, with quality inherently limited by the device’s display capabilities, disk space, and download times. This also meant that if you wanted the highest quality for each device type, you needed to make multiple versions of your project to accommodate them.<br /> <br /> The Unreal Engine team at Epic Games set out to break these distribution bottlenecks with Pixel Streaming, which keeps the experience at the host’s end and streams content to any device with the highest possible quality. <br /> <img alt="Tech_PixelStreaming_blog_img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fdiscover-pixel-streaming-real-time-distributed-content-for-any-device%2FTech_PixelStreaming_blog_img2-1640x1000-b1f66ccd70ca38af7d2b49d9531644758831bc69.jpg" width="auto" /><br /> In our new white paper, <a href="https://cdn2.unrealengine.com/Unreal+Engine%2FPixelStreamingWhitepaper%2FPixelStreamingWhitepaper-V1.9C-ec1985a0f32c53c6650b2d02c11a67c32fa4e176.pdf" target="_blank">Streaming Unreal Engine content to multiple platforms</a>, we compare client-side solutions WebGL and HTML5 with host-side Pixel Streaming, and explain our rationale for developing an entirely new technology. We also explore a variety of setups and use cases for Pixel Streaming.<br />   <h3><strong>The Experience Age</strong></h3> In the <a href="https://techcrunch.com/2016/05/09/the-information-age-is-over-welcome-to-the-experience-age/" target="_blank">Experience Age</a>, consumers want more than information—they want to see, feel, and connect. An interactive real-time experience can deliver this, and more, to end users.<br /> <br /> Unreal Engine (UE4), with its roots in game development, has all the tools you need to create such an experience, whether it’s a configurator for a new car, a collaborative design for a new building, or a tour of your latest product. But with consumers using any and all types of devices to consume this content, distributing a UE4 experience to these devices while retaining fidelity and speed has been a challenge.<br /> <img alt="Tech_PixelStreaming_blog_img1.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fdiscover-pixel-streaming-real-time-distributed-content-for-any-device%2FTech_PixelStreaming_blog_img1-1640x845-fca7ab35f7afb48b3b2d0d0819c3c82917865c7d.jpg" width="auto" /><br /> This is why Epic developed Pixel Streaming, an out-of-the-box solution for distributing UE4 content that can retain the look, feel, and branding of the experience you want your customers to have.<br />   <h3><strong>Anatomy of Pixel Streaming</strong></h3> Pixel Streaming works via a plugin for UE4. The Unreal Engine project stays on a host, often in the cloud, and user requests for access are processed via API.<br /> <br /> Unlike other solutions we explored, Pixel Streaming requires no special processing of the UE4 graphic elements and no downloads by the user. By keeping the project on the host and streaming only pixels to display devices, Pixel Streaming is faster than download-based solutions and also more secure—the display device never stores the project data.<br /> <img alt="Tech_PixelStreaming_blog_img3.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fdiscover-pixel-streaming-real-time-distributed-content-for-any-device%2FTech_PixelStreaming_blog_img3-1640x1200-29ad93c7d512828add9f34d58e4e861504d7ab6c.jpg" width="auto" /> <div style="text-align: center;"><em>Setup for configurators or remote collaborative design. Key: 1. Unreal Engine development 2. UE4 server apps with Web RTC in cloud 3. STUN/TURN server 4. User displays / interaction</em></div> <br /> Another benefit of Pixel Streaming is that the same UE4 project can stream to any device, no matter its resolution or display capabilities. This eliminates the need to create multiple versions of the project to satisfy all device types.<br /> <br /> The paper states, “The goal is to maintain the highest quality and capability in the experience for non-games applications of Unreal Engine.” With Pixel Streaming, we aim to show you just how.<br /> <br /> <br /> Download the white paper <a href="https://cdn2.unrealengine.com/Unreal+Engine%2FPixelStreamingWhitepaper%2FPixelStreamingWhitepaper-V1.9C-ec1985a0f32c53c6650b2d02c11a67c32fa4e176.pdf" target="_blank">Streaming Unreal Engine content to multiple platforms</a>, and start creating irresistible, interactive content for your customers today!<br />  Automotive & TransportationArchitectureARDesignFeaturesMRPixel StreamingProduct DesignTraining & SimulationVisualizationMon, 13 Jan 2020 21:00:00 GMTMon, 13 Jan 2020 21:00:00 GMThttps://www.unrealengine.com/tech-blog/discover-pixel-streaming-real-time-distributed-content-for-any-deviceReal-time ray tracing in Unreal Engine - Part 3: automotive design and visualizationhttps://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freal-time-ray-tracing-in-unreal-engine---part-3-automotive-design-and-visualization%2FNews_RaytracingAuto_blog_thumb-375x275-2e989f9f155d03da37b49a0c7d5180aa670c3ef4.jpgReflections help communicate a car’s shape and show off its curves. With real-time ray tracing in Unreal Engine, designers, engineers, and visualization specialists can use feedback from accurate reflections to conceive, refine, and market their products faster, more effectively, and at less cost.Many of us have heard the claim that, these days, the differentiating feature for the discerning motorist looking for a new set of wheels is the number of cupholders. And fuel economy surely plays a factor in today’s climate-conscious and wallet-watching society. But in reality, a car’s physical appearance is still perhaps the key influencer for most of us.<br /> <img alt="News_RaytracingAuto_blog_body_img12.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freal-time-ray-tracing-in-unreal-engine---part-3-automotive-design-and-visualization%2FNews_RaytracingAuto_blog_body_img12-1640x816-10481913cd6121f7e4f5f863920c1cd7a9871623.jpg" width="auto" /><br /> The curves and lines that define a car’s profile are its signature, and the way they react to different lighting conditions is a critical component of a vehicle’s design. And what shows off those shapes the most? Reflections. Part of the reason so many people wash their cars on a regular basis is that dirty cars don’t reflect the light as they were intended to, and a matte vehicle loses a huge amount of its appeal. <br /> <img alt="News_RaytracingAuto_blog_body_img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freal-time-ray-tracing-in-unreal-engine---part-3-automotive-design-and-visualization%2FNews_RaytracingAuto_blog_body_img2-1640x732-b9dbe5a28f9ba429d23965c42162d818f76a6c04.jpg" width="auto" /><br /> So from creating the initial concept to marketing the final product, paying attention to how light plays on the car’s surface is of paramount importance. Until recently, accurately portraying reflections required time-consuming offline rendering that could take many minutes or even hours for a single frame.<br /> <br /> With the advent of <a href="https://www.unrealengine.com/en-US/blog/real-time-ray-tracing-in-unreal-engine-part-1---the-evolution" target="_blank">real-time ray tracing in Unreal Engine</a> powered by NVIDIA RTX GPUs, demonstrated prior to its public release at SIGGRAPH 2018 in <a href="https://www.unrealengine.com/en-US/blog/porsche-nvidia-and-epic-games-reveal-the-speed-of-light-for-porsche-911-speedster-concept" target="_blank">"The Speed of Light” Porsche 911 Speedster Concept</a>, automotive designers can make sure their designs incorporate the most aesthetically pleasing reflections, while sales and marketing teams can show off the final products to their best advantage.<br /> <img alt="News_RaytracingAuto_blog_body_img5.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freal-time-ray-tracing-in-unreal-engine---part-3-automotive-design-and-visualization%2FNews_RaytracingAuto_blog_body_img5-1640x802-ca6b094469669661eedfb3799a8d116acfb76080.jpg" width="auto" /> <h3><strong>A better creative flow for concept creation</strong></h3> Designing and refining a car’s surface curves naturally starts at the concept phase. Here, real-time ray tracing enables designers to quickly iterate on design concepts and to use accurate shadows and lighting to assess their aesthetics.<br /> <br /> While waiting for an offline render can interrupt the creative flow, with real-time ray tracing, designers get instant feedback. Moreover, the ability to continuously change the point of view while seeing the full-quality result enables them to check lighting behavior on local shape features they’ve just created.<br /> <br /> The result is fewer errors and more viable designs ready for further development earlier in the production cycle. <h3><strong>Nailing down the details</strong></h3> Later in the automotive development process, during the detailed design phase, engineers and designers need to assess the perceived visual qualities of the model that is destined to be manufactured.<br /> <img alt="News_RaytracingAuto_blog_body_img6.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freal-time-ray-tracing-in-unreal-engine---part-3-automotive-design-and-visualization%2FNews_RaytracingAuto_blog_body_img6-1640x816-7482a09aad5f30ef04c7325661120f2aadc88e8d.jpg" width="auto" /><br /> This stage includes validating that exterior surfaces provide aesthetically pleasing reflections. In addition, designers need to verify that the gap and flush measurements between adjacent surfaces are consistent and acceptable, and the way light behaves over the surfaces helps in this regard. <br /> <img alt="News_RaytracingAuto_blog_body_img3.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freal-time-ray-tracing-in-unreal-engine---part-3-automotive-design-and-visualization%2FNews_RaytracingAuto_blog_body_img3-1640x715-c3d253035d05585f2931fe4bcfc5dc6152147937.jpg" width="auto" /><br /> When it comes to interiors, ray tracing also enables real-time global illumination, where the contribution from light bounced off other surfaces affects a surface’s final color, just as it does in real life. This is useful for validating how interior surfaces—such as cloth, leather, plastics, and wood—appear in ambient lighting.<br /> <br /> Traditionally, the automotive industry uses clay models and physical prototypes at this stage, which are both expensive and time-consuming to produce. By replacing or supplementing these with digital tools, companies can make significant savings in both time and cost. <h3><strong>Beauty shots and digital showrooms</strong></h3> Once the finished vehicle is ready for the production line, it’s the turn of sales and marketing. With Unreal Engine, you can create high-quality still images for glossy brochures, videos for commercials, interactive point-of-sale configurators, and digital showrooms, all before the finished vehicles are produced—and all media can benefit from real-time ray tracing.<br /> <img alt="News_RaytracingAuto_blog_body_img11.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freal-time-ray-tracing-in-unreal-engine---part-3-automotive-design-and-visualization%2FNews_RaytracingAuto_blog_body_img11-1640x816-92f0ca6472801e782ad0aec08ef55e043b8094cb.jpg" width="auto" /><br /> The way a reflective object is lit for rendering determines how effectively its form is communicated. Lighting a reflective object for a beauty shot is harder than lighting a matte one due to its dependence on the camera position. Without real-time feedback, it can be a long, difficult process filled with trial and error.<br /> <img alt="News_RaytracingAuto_blog_body_img9.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freal-time-ray-tracing-in-unreal-engine---part-3-automotive-design-and-visualization%2FNews_RaytracingAuto_blog_body_img9-1640x816-202a0599d44225ded40c407cd72d77210f6aa2c9.jpg" width="auto" /><br /> With real-time ray tracing, however, you can place objects and lights (such as soft boxes and reflection cards) and see them properly and accurately reflected in real time, and you can iterate quickly to get the look you want. Faster iterations mean you can achieve a better end result, in far less time, and ultimately, that translates to far less cost. It’s fun, it’s fast, and it’s a game changer for automotive rendering.<br /> <br /> <br /> Ready to see what real-time ray tracing can bring to your automotive design and visualization projects? Download <a href="https://www.unrealengine.com/" target="_blank">Unreal Engine</a> today.<br /> <br /> This article is part of a series on real-time ray tracing in Unreal Engine. You can also read <a href="https://www.unrealengine.com/en-US/blog/real-time-ray-tracing-in-unreal-engine-part-1---the-evolution">Part 1: the evolution</a> and <a href="https://www.unrealengine.com/en-US/blog/real-time-ray-tracing-in-unreal-engine---part-2-architectural-visualization">Part 2: architectural visualization</a>. Stay tuned for part 4 of the series, which will be dedicated to media and entertainment, in the near future.<br /> <br />  Automotive & TransportationVisualizationRay TracingThomas ConvardThu, 09 Jan 2020 22:00:00 GMTThu, 09 Jan 2020 22:00:00 GMThttps://www.unrealengine.com/blog/real-time-ray-tracing-in-unreal-engine---part-3-automotive-design-and-visualizationFormer Rocksteady devs form new studio to develop indie darling Trials of Firehttps://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fformer-rocksteady-devs-form-new-studio-to-develop-indie-darling-trials-of-fire%2FTrials_of_Fire_THUMB_ALT-375x275-d09a355ed35928ab305bd5b92c3f9b8572a6899f.jpgWhatboy Games Game Director Adam Doherty and Studio Director Dax Ginn talk about how they leveraged their AAA game development experience to make the highly polished strategy game Trials of Fire.Having worked on several high-profile Batman games at Rocksteady, Adam Doherty and Dax Ginn decided to branch out on their own to form new indie studio <a href="https://www.whatboy.com/" target="_blank">Whatboy Games</a>. Stepping into foreign territory, they started working on deck-building strategy game <a href="https://www.whatboy.com/game/" target="_blank">Trials of Fire</a>. Currently in Early Access, the title has garnered a lot of praise from players with its “<a href="https://store.steampowered.com/app/1038370/Trials_of_Fire/#app_reviews_hash" target="_blank">Very Positive</a>” Steam rating. To see how the studio is making the game, we interviewed Doherty and Ginn.<br /> <br /> In our discussion, they talk about their influences and elaborate on how they eschewed pen and paper to prototype the game entirely in-engine. They also detail how they came up with the game’s stylized hand-drawn visuals and integrated Trials of Fire’s beautiful particle effects. Being a rogue-like game, they talk about how they created a challenging bite-sized gameplay loop and leaned on “semi-procedural” techniques to create the game’s world. As a new indie studio, they also share developmental learnings and tips.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/R3TNEohF3dg" width="100%"></iframe></div> <strong>With an extensive background working at Rocksteady, can you elaborate on the specifics of your combined development experience?<br /> <br /> Game Director Adam Doherty:</strong> I worked at Rocksteady for 10 great years as the lead player programmer and player director on the Arkham games, which meant I was responsible for the implementation and design of all features relating to the main character (Batman). [This included] controls, traversal, gadgets, camera, and more.<br /> <br /> After wrapping up the Arkham series, I worked as game director on an unannounced project at Rocksteady before deciding to make the move into indie gaming.<br /> <br /> <strong>Studio Director Dax Ginn:</strong> At Rocksteady, I headed up marketing, PR, and community for <em>Batman: Arkham City</em>, <em>Arkham Knight</em>, and <em>Arkham VR</em>. This involved the creation and direction of all promotional assets from screenshots through to trailers as well as conducting game demos whenever and wherever they were needed. <br /> <br /> <strong>Is the core development team really just comprised of two people? Did you lean on contractors for help? If so, how did that dynamic work?<br /> <br /> Doherty: </strong>It’s actually only one person on the dev side – for design and implementation! That being said, we have relied quite extensively on our network of freelancers we know very well from our time in the industry to produce the art and audio assets for the game. Most of the freelancers we work with are great people we’ve worked with in AAA development before, so they understand the level of quality we’re going for and expect.<br /> <br /> This worked really well for us – particularly for the more technical stuff like VFX and <a href="https://docs.unrealengine.com/Engine/Rendering/Materials/index.html" target="_blank">Material</a> work because our artists are so familiar with the Unreal toolset and how to get the best results.<br /> <img alt="DeveloperInterview_-TRIALS_OF_FIRE_002.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fformer-rocksteady-devs-form-new-studio-to-develop-indie-darling-trials-of-fire%2FDeveloperInterview_-TRIALS_OF_FIRE_002-1920x1080-8c253db1e4477e1640e5e2e9ef16b2423bb66821.jpg" width="auto" /><br /> <strong>What have you learned building out a new studio to facilitate the game&#39;s development?<br /> <br /> Ginn:</strong> Setting up an indie studio can be pretty challenging, especially when you are used to a big AAA dev environment where most things are taken care of for you. I think the biggest learning was how to focus the resources that you have so that it all goes into the game. Adam and I both work remotely from our homes and we work with freelancers who have their own ways of working. So, rather than spend the first few months finding and renting a studio space, working remotely meant we could focus on getting the game up and running and out into gamers’ hands as quickly as possible. The drawback, though, is how it impacts communication and collaboration. Good communication throughout the team is critical, so ensuring that we have some tools in place to handle that (such as Slack and Skype) was one of the first things we did. Also, really embracing the power of networking was a big lesson. Some of the best freelancers we have worked with have come from recommendations from other people, so take every opportunity you can to meet and connect with other developers and always be willing to share your contacts with other devs if you can help them out – they will do the same for you when you really need it!<br /> <br /> <strong>Do you have any development tips you can share with other small teams?<br /> <br /> Doherty: </strong>Be very focused on getting something playable very quickly. Pick a toolset you and your team are familiar with. Get as much feedback as you can at an early stage.<br /> <br /> From this point, don’t be afraid to let the game’s design evolve. The player experience is key, keep in mind what you want the player to be feeling/doing at any point in the game rather than be fixated on any particular design or mechanic.<br /> <img alt="DeveloperInterview_-TRIALS_OF_FIRE_004.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fformer-rocksteady-devs-form-new-studio-to-develop-indie-darling-trials-of-fire%2FDeveloperInterview_-TRIALS_OF_FIRE_004-1920x1080-fed88a83befefd192f8dde3327c3d9ccc8d14f58.jpg" width="auto" /><br /> <strong>What made Unreal Engine a good fit for the game?<br /> <br /> Doherty: </strong>First and foremost, it was a good fit for me, as I’ve had years of experience using Unreal Engine in my career, so the speed we were able to get a prototype up and running was very important.<br /> <br /> Also, coming from AAA development, most of the freelance artists we know are people we’ve worked with on the engine, so we knew that we’d be able to get great results from people with Unreal Engine experience.<br /> <br /> It has so many features that have been integral to getting the experience I wanted that I know are there and work really well. I wanted to keep everything feeling very physical and “in-world,” and the engine’s proven ability to deliver amazing quality 3D content was very important.<br /> <br /> <strong>Do you have any favorite Unreal Engine tools or features?<br /> <br /> Doherty: </strong>One of the fun challenges was having the world map and battle arenas grow out of the page and that is primarily done entirely with dynamic <a href="https://docs.unrealengine.com/en-US/Programming/Rendering/ShaderDevelopment/index.html" target="_blank">shader</a> effects. I worked very closely with a very talented freelance friend of ours, <a href="http://www.jodysargentportfolio.com/" target="_blank">Jody Sargent</a>, to get the Materials working just right and we’re very happy with the results.<br /> <br /> Also, far less flashy, but I really love to make use of Unreal’s seamless <a href="https://docs.unrealengine.com/Engine/LevelStreaming/index.html" target="_blank">level streaming</a> and <a href="https://docs.unrealengine.com/Programming/Assets/AsyncLoading/index.html" target="_blank">async loading technology</a> to ensure we can have high-quality assets for environments and game element textures that are loaded only when we need them without any loading screens. The game is 100 percent [devoid of] loading screens, camera cuts, and fades from the main menu through the entire adventure. I think that’s very important for the compelling, all-important “just one more encounter” feel to keep players engaged.<br /> <br /> Finally, as we are working with some very talented technical artists and sound designers, I find that limited use of <a href="https://docs.unrealengine.com/en-US/Engine/Blueprints/index.html" target="_blank">Blueprints</a> to expose certain events to content creators can be extremely powerful. The game is very modular so we can easily add new visual effects for attacks and abilities with the artists having total control over how they implement their effects.<br /> <img alt="DeveloperInterview_-TRIALS_OF_FIRE_003.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fformer-rocksteady-devs-form-new-studio-to-develop-indie-darling-trials-of-fire%2FDeveloperInterview_-TRIALS_OF_FIRE_003-1920x1080-b8f96929af2435ae9a41c976c6ec232e440e4785.jpg" width="auto" /><br /> <strong>The battles feature awesome particle effects that showcase fire, electricity, and more. How did you create these polished VFX? <br /> <br /> Doherty: </strong>We worked with a super-talented VFX artist, Klemen Lozar, another Rocksteady alumnus who <a href="http://www.klemenlozar.com/" target="_blank">has moved into freelance</a>. He is great at producing really high quality assets quickly with Materials and UE4’s built-in particle editor. As I’ve worked with him extensively before, we work together very well and he knows what I expect! The game is very modular so he can go off and work on effects – even putting them directly into game without much programmer [assistance]!<br /> <br /> <strong>Having worked on several Batman Arkham games, what motivated Whatboy Games to make a single-player card-based strategy game? <br /> <br /> Doherty: </strong>Partly because it’s completely different! I love new challenges and finding different ways to do things. Primarily though, it was to match my passions as a gamer. As I get older and family life seems to change my priorities and free time, I find that I spend a lot more time with shorter form, tactical games, both in digital and physical tabletop form. I’ve always had a passion for RPGs and tactical combat (I’m pretty old-school) so I wanted to try to do something unique and exciting in this area.<br /> <br /> <strong>Ginn: </strong>There’s also a really interesting transition happening at the moment in the way that games are promoted that I wanted to be part of. When [marketing] a huge game like Batman, you throw a lot of money at TV advertising and Times Square takeovers, but when you are making an indie game with a tiny budget, that just isn’t possible. What is possible though is using Early Access to share the development process with the community and get the word out through streamers and other fans of what you’re doing, so driving awareness of the game through community outreach was an interesting and exciting motivation for me.<br /> <img alt="DeveloperInterview_-TRIALS_OF_FIRE_001.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fformer-rocksteady-devs-form-new-studio-to-develop-indie-darling-trials-of-fire%2FDeveloperInterview_-TRIALS_OF_FIRE_001-1920x1080-3b9ec44b57c31ccecaafe85ddbf9bd4e8821f5a2.jpg" width="auto" /><br /> <strong>Even in its Early Access state, Trials of Fire is being praised for its accessible yet deep gameplay. Can you talk about how you designed the game&#39;s combat system? Was much of it prototyped on paper or in-engine?<br /> <br /> Doherty: </strong>Everything was prototyped in-engine. With its ease of use and my experience with the engine, it was probably quicker to do it this way! For me, game design is all about rapid prototyping and iteration, so being able to test the game by myself, even with rudimentary AI, was crucial.<br /> <br /> My main design ethos for the combat was to make a turn-based RPG combat system where every turn gives you an interesting, new puzzle to try to make the most out of. So no mana/cooldowns/ability rotations where you were just running through a fixed plan for a particular enemy. Deck-building was a really good fit for this because I think it simulates the chaos of a skirmish battle quite well. You can plan going in what types of attacks and tactics you’re going to employ, but you’re never sure when an opening is going to come up or if your plans will have to adapt to new situations.<br /> <br /> With that goal clear in mind, it just came down to trying lots and lots of things and refining the design continually until we end up with something I’m happy with and resonates well with testers and players.<br /> <br /> <strong>Trials of Fire features a detailed hand-drawn pop-up-book aesthetic that exudes a dark and dangerous atmosphere. How did Whatboy Games come up with and execute on the look of the game?<br /> <br /> Doherty:</strong> A lot of the inspiration came from the choose-your-own-adventure books that I grew up with. Leaning into that look really helped to define the physical feel of the game, we wanted to make sure everything kept true to this pen-and-paper, tabletop world I had in my head. <br /> <br /> As for execution, keeping the game seamlessly within this book was one of the tougher technical challenges for myself and our 3D artist, Jody Sargent. We were both committed to making sure everything looked like it belonged on the page or grew out of the page in a way that makes the book feel very real and a physical object – we have no on-screen UI other than when you mouse over game elements. This involved quite a lot of fun Material and lighting trickery for the overworld environment and the maps, but I’m very proud of the results we achieved in a short time.<br /> <br /> For the content of the adventure pages, we use Unreal’s <a href="https://docs.unrealengine.com/en-US/Engine/UMG/index.html" target="_blank">UMG</a> frontend system, with lots of custom code and <a href="https://docs.unrealengine.com/en-US/Engine/UMG/UserGuide/CreatingWidgets/index.html" target="_blank">widgets</a>, rendered onto a texture that is then used by the book’s Materials. This gives us a lot of flexibility and control over the contents of the pages.<br /> <img alt="DeveloperInterview_-TRIALS_OF_FIRE_011.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fformer-rocksteady-devs-form-new-studio-to-develop-indie-darling-trials-of-fire%2FDeveloperInterview_-TRIALS_OF_FIRE_011-1920x1080-0db6cd9a7ba07bb4154661f4c2642f2482e90e46.jpg" width="auto" /><br /> <strong>Outside of combat, players will explore the game&#39;s treacherous tile-based world. Can you talk about how you constructed it?<br /> <br /> Doherty:</strong> The world is what we call semi-procedural. The land mass, geography, and landmarks are the same each time you play, but the towns, settlements, ruins, and other points of interest, as well as the party’s starting location is different every run. This means that you can potentially build up a conceptual map of the world over multiple playthroughs, but the adventure will never feel the same.<br /> <br /> The map itself is made up of hex meshes divided into different “biomes” (glasslands, forest, mountains, etc.). We then use a Master Material to seamlessly blend these biomes together and decorate them with meshes and VFX placed in a seeded-random fashion.<br /> <br /> <strong>How do you plan to evolve the game over Early Access?<br /> <br /> Doherty: </strong>The game has already evolved quite a lot since we went into Early Access in May. We launched with just a single quest and three playable characters and we are now up to six quests/game modes and seven playable characters so you can see there are already lots of different ways to play the game.<br /> <br /> We have a plan to continue to add new content in the form of quests, playable characters, game modes, items etc. and you can find our content roadmap on our <a href="https://discordapp.com/invite/rrK97Ay" target="_blank">Discord</a> or our <a href="https://store.steampowered.com/app/1038370/Trials_of_Fire/" target="_blank">Steam page</a>.<br /> <br /> But beyond the content plan, the game has changed a lot due to feedback from our dedicated community. It’s a new experience for me personally, throwing the game out there to the public before it is finished. This was pretty scary at the start. Being only a very small team, though, this feedback has been invaluable in balancing and shaping the game going forward and I love having that direct contact with our players, which was not really possible in the large-scale development environments I’ve worked in before.<br /> <br /> <strong>Thanks for your time. Where can people learn more about Trials of Fire?<br /> <br /> Doherty: </strong>You can find out more on our <a href="https://store.steampowered.com/app/1038370/Trials_of_Fire/" target="_blank">Steam page</a> or by joining us on <a href="https://discord.gg/rrK97Ay" target="_blank">Discord</a>!<br />  GamesArtBlueprintsCommunityDesignWhatboy GamesTrials of FireJimmy ThangWed, 08 Jan 2020 15:14:41 GMTWed, 08 Jan 2020 15:14:41 GMThttps://www.unrealengine.com/developer-interviews/former-rocksteady-devs-form-new-studio-to-develop-indie-darling-trials-of-fireFeatured free Marketplace content - January 2020https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2020%2FNews_UESC_JAN2020_THUMBNAIL-375x282-cf3f6b4676fc4f748e1cc22d5c56bff10f640acc.jpgUnwrap this month’s free Marketplace content and speed up your development with exciting new products, tools, and systems!<br /> In an ongoing partnership with Unreal Engine Marketplace creators, select content is available for free to the Unreal community each month, giving artists, designers, and programmers access to additional resources at no extra cost.<br /> <br /> Check out this month’s great selection below! <h2><strong>January’s featured free content:</strong></h2> <h2><a href="https://www.unrealengine.com/marketplace/en-US/slug/scans-abandoned-factory-buildings-day-night-scene" target="_blank">[SCANS] Abandoned Factory Buildings - Day/Night Scene</a> | <a href="https://www.unrealengine.com/marketplace/en-US/profile/Scans+Factory" target="_blank">Scans Factory</a></h2> <div style="text-align: center;"> <img alt="News_UESC_JAN2020_Blog1.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2020%2FNews_UESC_JAN2020_Blog1-770x433-ac9d8795a5de7ce3521a50cb76d11c38e41d57b8.jpg" width="auto" /></div> <div style="text-align: center;"><em>Build out gritty environments with optimized photogrammetry assets and put the finishing touches on your scene with worn bricks, pipes, pallets and more!</em></div> <h2><a href="https://www.unrealengine.com/marketplace/en-US/slug/arpg-inventory-system" target="_blank">Action RPG Inventory System</a> | <a href="https://www.unrealengine.com/marketplace/en-US/profile/Vanguard+Interactive" target="_blank">Vanguard Interactive </a></h2> <div style="text-align: center;"> </div> <div style="text-align: center;"><img alt="News_UESC_JAN2020_Blog2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2020%2FNews_UESC_JAN2020_Blog2-770x433-10c1fe80bf0d888019879995aac230d0599bc73d.jpg" width="auto" /></div> <div style="text-align: center;"><em>Store and manage items with ease using the multiplayer-ready Action RPG Inventory System.</em></div> <h2><a href="https://www.unrealengine.com/marketplace/en-US/slug/dark-forest" target="_blank">Dark Forest</a> | <a href="https://www.unrealengine.com/marketplace/en-US/profile/Dave+Berg" target="_blank">Dave Berg</a></h2> <div style="text-align: center;"> <img alt="News_UESC_JAN2020_Blog3.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2020%2FNews_UESC_JAN2020_Blog3-770x433-16307b63158340253f867e4e5cf206654c173c6d.jpg" width="auto" /></div> <div style="text-align: center;"><em>Entangle players in a haunted forest littered with overgrown dead trees, with bonus modular blocks for a house and props to add deeper layers to your ominous scenes.</em></div> <h2><a href="https://www.unrealengine.com/marketplace/en-US/slug/d2903e6a6727467fbe73aa93a0383f3f" target="_blank">Pick Up Plus Inspect</a> | <a href="https://www.unrealengine.com/marketplace/en-US/profile/HeadsAndBrains" target="_blank">HeadsAndBrains</a></h2> <div style="text-align: center;"><img alt="News_UESC_JAN2020_Blog4.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2020%2FNews_UESC_JAN2020_Blog4-770x433-3c2c42aaf703ccda114081371d23f50f343fa4f3.jpg" width="auto" /> </div> <div style="text-align: center;"><em>Supporting multiple points of view and VR, quickly implement interactions with simulated and static objects, while easily configuring associated animations.</em></div> <h2><a href="https://unrealengine.com/marketplace/en-US/slug/smooth-sync" target="_blank">Smooth Sync</a> | <a href="https://unrealengine.com/marketplace/en-US/profile/Noble+Whale+Studios" target="_blank">Noble Whale Studios</a></h2> <div style="text-align: center;"><img alt="News_UESC_JAN2020_Blog5.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2020%2FNews_UESC_JAN2020_Blog5-770x433-d20931f015e381a57d30f6715c5a53d8460f32b1.jpg" width="auto" /><br /> <em>Smoothly sync transformations across the network, using customizable interpolation and extrapolation.</em></div> <h2><br /> <strong>New permanently free content:</strong></h2> <h2><a href="https://www.unrealengine.com/marketplace/en-US/product/bbcb90a03f844edbb20c8b89ee16ea32" target="_blank">Vehicle Variety Pack</a> | <a href="https://www.unrealengine.com/marketplace/profile/Switchboard+Studios" target="_blank">Switchboard Studios</a></h2> <div style="text-align: center;"><img alt="News_UESC_JAN2020_Blog6.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Ffeatured-free-marketplace-content---january-2020%2FNews_UESC_JAN2020_Blog6-770x433-1a52a7696fe92ece5f97d2a5f76544685b7fc6c5.png" width="auto" /><br /> <em>Take the wheel with these five game-ready vehicles, full interiors included! </em></div> <br /> Jumpstart your production with these handy tools and environment sets, and make sure to come back in February for more free products!<br /> <br /> <br /> Are you a Marketplace creator interested in sharing your content for free with the community? Visit <a href="https://www.unrealengine.com/uesponsoredcontent" target="_blank">unrealengine.com/uesponsoredcontent</a> to learn how you could be featured!<br />  CommunityGamesMarketplaceAmanda SchadeTue, 07 Jan 2020 15:00:00 GMTTue, 07 Jan 2020 15:00:00 GMThttps://www.unrealengine.com/blog/featured-free-marketplace-content---january-2020Real-time rendered versions of Nissan’s ads hint at the future of TV advertisinghttps://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fnissan-s-real-time-rendered-ads-hint-at-the-future-of-tv-advertising%2FSpotlight_Nissan_blog_thumb-375x275-fba14d42e74e83ad50ee98079b8050a1a92ff864.jpgCars and environments are swapped out efficiently in real time at the highest visual fidelity in a proof-of-concept version of Nissan’s ident films for the ICC Cricket World Cup, thanks to a pioneering workflow for configurable TV advertising.Marketing opportunities don’t get much bigger than sponsoring a global sporting event. So when <a href="https://www.nissan-global.com/EN/index.html" target="_blank">Nissan</a> won the bid to create a series of ident films for the <a href="https://www.cricketworldcup.com/" target="_blank">ICC Cricket World Cup</a>, naturally it wanted to fully capitalize on this chance to connect with as many potential customers as possible. <br /> <br /> Creating a campaign that can be easily adapted for multiple different territories around the world is a formidable challenge, however—particularly if you want to avoid costs spiralling out of control. As well as showcasing the Nissan vehicle range, the company needed to efficiently swap out cars and environments, at the highest visual fidelity, for the greatest effect in each of the different local markets.<br /> <br /> To achieve this, Nissan relied on the expertise of independent creative community Untold Studios. In addition to delivering the traditionally rendered ads that would be aired on television, Untold suggested it would be advantageous to test out a real-time rendering workflow for a full-CG approach to both the cars and the environments. This proof-of-concept exercise pioneered a way of creating configurable TV advertising that could potentially be leveraged for future campaigns. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" id="video1" src="" width="100%"></iframe></div> <h3><strong>High-fidelity ad visuals and configurator flexibility converge </strong></h3> The brief for the ident films was to fuse high-octane cricket action with the dynamic features of the Nissan car range. The campaign eventually grew into a series of around 20 films. Untold decided to test the traditional VFX pipeline offline rendering against a real-time approach. This was the first time they had used Unreal Engine as a real-time rendering solution, and they were looking to directly compare and contrast the performances of the two methods, with a view to proving real-time workflows for future projects. <br /> <br /> What they found was a marked difference between real-time workflows and the traditional approach of working through camera. In the conventional way of working, you can only shoot what&#39;s in front of the lens. “In Unreal, suddenly you&#39;re not thinking in that way,” says Creative Director Diarmid Harrison-Murray. “It&#39;s a different mindset—it’s 360.”<br /> <img alt="Spotlight_Nissan_blog_body_img1.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fnissan-s-real-time-rendered-ads-hint-at-the-future-of-tv-advertising%2FSpotlight_Nissan_blog_body_img1-1640x985-ba53288ec46906c0cd0deeae537f4a872627c9af.jpg" width="auto" /><br /> The automotive industry has long enabled car buyers to customize cars in CG using online and showroom configurators. Ninety-nine percent of the time however, the CG vehicle is set against a stationary background, without movement or animation. Untold’s testing of real-time rendering on the Nissan ads turned this on its head. It proved that it’s possible to combine high-fidelity animated CG cars with a photoreal CG background to create seamless, fully CG running footage that’s indistinguishable from live-action footage. <br /> <img alt="Spotlight_Nissan_blog_body_img3.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fnissan-s-real-time-rendered-ads-hint-at-the-future-of-tv-advertising%2FSpotlight_Nissan_blog_body_img3-1640x801-6d415a66ed6c01831a8cb212f5b9d22b29477fda.jpg" width="auto" /><br /> The implications for the automotive industry are enormous.  As this demonstrates, the beautiful imagery and wonderfully lit environments of traditional car advertising can be combined with car configurator flexibility. This was a revelation for Harrison-Murray. “The really exciting aspect of working with Unreal for me is the immediacy of it. As a director, it was effectively as if I was shooting the car,” he says. “You have all of that creativity, and the closer you can get to being like real filmmaking, the better. When CG filmmaking becomes akin to real filmmaking, that&#39;s when things become really exciting.” <h3><strong>Blurring the lines between production and post-production </strong></h3> Real-time workflows make CG filmmaking more like on-set filmmaking by providing an environment that&#39;s far closer to a real on-set environment than traditional VFX software can achieve. “In real time, you&#39;re able to move lights, move flags to block lights, move set dressing around, and get instantaneous feedback on that action,” says Tom Raynor, VFX Supervisor at Untold. <br /> <img alt="Spotlight_Nissan_blog_body_img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fnissan-s-real-time-rendered-ads-hint-at-the-future-of-tv-advertising%2FSpotlight_Nissan_blog_body_img2-1640x988-268a1a9aa797f3afdc08c3f6a1c26588e92d96a3.jpg" width="auto" /><br /> Compared to traditional visual effects packages, the process of creating VFX with real-time technology is exponentially accelerated. “The differences between what we could achieve in real time in Unreal and what was taking two hours a frame for traditional methods were very small,” says Harrison-Murray. “That&#39;s really when the boundaries between production and post-production blur.”<br /> <br /> The Untold team relied on <a href="https://docs.unrealengine.com/en-US/Engine/Sequencer/Overview/index.html" target="_blank">Sequencer</a>, Unreal Engine’s built-in multi-track editor, for much of the work on the real-time proof-of-concept project. Sequencer was used to play back sequences and to jump into specific shots to make changes, such as slightly reframing the camera or tweaking timings. <br /> <br /> Ray tracing enabled the team to achieve the photorealistic reflections, shadows, and ambient occlusion effects that were crucial to achieving the look of the cars. “Ray tracing allows artists to light the scene in a much more intuitive way, as light behaves as one would expect it to,” says Mikko Martikainen, a technical artist who worked on the films. <br /> <br /> As a completely cloud-based creative studio with no local infrastructure, Untold was excited by the opportunity to get Unreal Engine working in the cloud. The team used the new G4 instance types in Amazon Web Services (AWS), which enabled it to make use of the RT cores for real-time ray tracing on NVIDIA Tesla T4 graphics cards. “We’re excited about what the future holds for this workflow,” says Sam Reid, Head of Technology at Untold Studios. “We can see UE4 shows much promise in this space.”<br /> <br /> The studio’s next move will be to try out Unreal Engine on different hardware, and to see if it can make use of machines with multiple GPUs to achieve even better ray tracing results, tapping into the scalability of the cloud to provide this performance.<br /> <br /> Martikainen recalls that game engine technology was hugely empowering for artists during the creative process. “The fact that everything is real time gives an unprecedented level of control to the artist. It&#39;s almost like watching a final film when you&#39;re working on it, but with the option to pause the action and move the camera or adjust the lighting in any way you want.”<br /> <br /> What’s more, the speed and creative freedom these workflows afford is turning artists used to time-consuming, conventional processes into converts to real-time technology. “I&#39;d say that once you&#39;ve made the jump to Unreal from a traditional offline pipeline, it would be very difficult to go back,” says Martikainen. “There&#39;s definitely a slight change of mindset that needs to happen and a slight adjustment of workflows, but the power of real-time is definitely worth it.” <h3><strong>The dawn of configurable real-time TV advertising </strong></h3> For automotive content creation, the possibilities of real-time workflows are endless—and their effect on bottom lines could be transformative. <br /> <br /> Ian Berry, Executive Producer at Untold, summarized the implications succinctly at the recent <a href="https://www.unrealengine.com/en-US/events/build-munich-19-for-automotive-real-time-workflows-come-of-age" target="_blank">Build: Munich ’19 for Automotive event</a>. “You&#39;ve potentially got no more multi-car shoots required. You have endless running footage possibilities; readily available showroom content; rapidly adjustable personalized content for all screens and different media types; an easier way of creating interactive content; a far more inclusive and engaging client experience; and all of this at the highest visual specification—absolutely flawless images.” <div style="text-align: center;"><img alt="Spotlight_Nissan_blog_share_image.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fnissan-s-real-time-rendered-ads-hint-at-the-future-of-tv-advertising%2FSpotlight_Nissan_blog_share_image-1200x630-d94dc7848901a33f5e694693a778e8600295c016.jpg" width="auto" /></div> The real-time experimentation by Untold has shown that car manufacturers no longer have to invest in expensive shoots on location to generate running footage. They can create photorealistic configurators that are animated, not still images of cars. And with Quixel Megascans <a href="https://help.quixel.com/hc/en-us/articles/360003457037-How-can-I-get-unlimited-access-to-Megascans-for-UE4-" target="_blank">now free for all use</a> with Unreal Engine, thousands of stunning photoreal materials are available for anyone to create stunning environmental backdrops for such visualizations.<br /> <br /> It all points to an exciting future for automotive marketing: one in which the convergence of high-fidelity traditional advertising visuals, interactive car configuration, and open, democratized technology offers the possibility of configurable, photorealistic advertising for the first time.<br /> <br /> <br /> Want to start creating your own configurable, photorealistic advertising? <a href="https://www.unrealengine.com/en-US/what-is-unreal-engine-4" target="_blank">Download Unreal Engine</a> today for free!<br />  AdvertisingAutomotive & TransportationFilm & TelevisionNissanRay TracingAlistair ThompsonTue, 07 Jan 2020 14:51:55 GMTTue, 07 Jan 2020 14:51:55 GMThttps://www.unrealengine.com/spotlights/nissan-s-real-time-rendered-ads-hint-at-the-future-of-tv-advertising“House at the Waterfall” breakdown: the winning entry of Twinmotion Community Challenge #2https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_TwinmotionPawel_blog_thumb-375x275-449e818a7f362d5d2da469e0b89657c9150f7499.jpgArchviz enthusiast Paweł Rymsza gives an insight into the techniques and process behind his winning entry for the second Twinmotion Community Challenge, “The Best Modern Building in Fall.”Hello! My name is Paweł Rymsza, and I’m an archviz enthusiast from Wrocław, Poland. I recently entered the Twinmotion Community Challenge: <a href="https://www.unrealengine.com/en-US/events/twinmotion-community-challenge-2-the-best-modern-building-in-fall" target="_blank">“The Best Modern Building in Fall”</a>, and I’m going to take you through the techniques I used to create my winning animation, <em>House at the Waterfall</em>. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/QW7eKCEF8_E" width="100%"></iframe></div> I got started in architectural visualization after I bought my first apartment. I decided it would be nice to model it using 3D software so I could better see what changes I wanted to make, and that’s how I learned <a href="https://www.sketchup.com/" target="_blank">SketchUp</a>.  <br /> <br /> When I finished modeling in SketchUp, I wanted to show my work to friends and family, and the best way to do this was by creating a movie, which is how I found out about Twinmotion. I picked it up instantly, and I was able to get the results I needed within the first month of using it. <br /> <br /> My inspiration for this project came from seeing Frank Lloyd Wright’s <a href="https://en.wikipedia.org/wiki/Fallingwater" target="_blank">Fallingwater</a>. I love how the building is blended together with the waterfall, but because I wanted to create my own building, I also searched for a more glass-based inspiration and quickly found it in the iconic <a href="https://en.wikipedia.org/wiki/Farnsworth_House" target="_blank">Farnsworth House</a> by Ludwig Mies van der Rohe.<br /> <img alt="Tech_Twinmotion_blog_body_img1A.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img1A-1640x938-61c02129c51b395877157f2903d917e780b5371e.jpg" width="auto" /><br /> Things like mushrooms and tree stumps came from the Quixel Megascans library. It’s a great place for ultra-realistic nature objects. To bring them into Twinmotion, all you have to do is browse the Megascans library for assets you need: <div style="text-align: center;"><img alt="Tech_Twinmotion_blog_body_img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img2-1322x1000-c3887f58fc71ba7caa09d8c505eff1d11fabd97a.jpg" width="auto" /></div> Then go into the download settings menu:<br /> <img alt="Tech_Twinmotion_blog_body_img3.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img3-1640x909-3482af01a20458c569fbd334256d87c37617d161.jpg" width="auto" /><br /> And finally choose which textures you need for the assets. After downloading, just import the assets in .fbx file format into Twinmotion. They will automatically import as a white texture map. Go into the texture settings and replace all the maps with those that downloaded with the model. Then just place the model in the scene wherever you need.<br /> <img alt="Tech_Twinmotion_blog_body_img1.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img1-1640x888-1673058770e0993d096affda5152ed7f5a614290.jpg" width="auto" /><br /> There are no artificial lights in this particular scene, and a reflection probe is used in the background to make reflections look more natural inside the building. The image below shows the position of the reflection probe. <br /> <img alt="Tech_Twinmotion_blog_body_img4.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img4-1640x891-9d32987e2b975a6b7ac7b70bd6ccb25c5ce92f6a.jpg" width="auto" /><br /> You can see the important lighting settings I used for this scene below. It’s worth noting that for close-up shots, one of the most important settings is the shadow distance—as you can see, I set this to 10m which is closest you can choose.<br /> <img alt="Tech_Twinmotion_blog_body_img5.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img5-1640x1505-bde772fdcae0314dc8e2b56cc0608a5c22503965.jpg" width="auto" /><br /> This makes shadows within 10m of the camera extra crisp, while the background has no shadows at all. Because I used a very high ambient occlusion and the depth of field (DOF) setting, I could set it to this distance without any negative consequences. <br /> <img alt="Tech_Twinmotion_blog_body_img6.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img6-1640x841-dddf0f32125f0c5cec376eedbeb39988580686b0.jpg" width="auto" /><br /> The sky in this scene was created using a dome sphere object with sky textures on it. You can find these textures with a quick internet search—this particular sky is from <a href="https://hdrihaven.com/" target="_blank">HDRI Haven</a>. If you look closely, you’ll see I actually used two different skydomes; this one for exterior shots, and another that has more of a sunset feel for interior shots. There is a <a href="https://twinmotionhelp.epicgames.com/s/article/Twinmotion-Quick-Tips-customizing-the-background-in-Twinmotion" target="_blank">detailed guide</a> on how to use skydomes on the Twinmotion support site. <br /> <img alt="Tech_Twinmotion_blog_body_img7.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img7-1640x904-0e82d127901bcf0e454b2cbd207c9a4f7cbbf175.jpg" width="auto" /><br /> The entire landscape for the animation was created in Twinmotion—no additional software was used for sculpting terrain. In my opinion, Twinmotion is all you will ever need for 95% of sculpting jobs.<br /> <img alt="Tech_Twinmotion_blog_body_img8.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img8-1640x892-724449a520667fea2768b7ce1d4c2cc2ca5c4e0a.jpg" width="auto" /><br /> To create mountains or cliffs in Twinmotion, like the one shown on the left above, simply open the Rocks library and search for the last item on the list. The whole mountain and a big part of the waterfall was created using exactly the same rock, which is scaled up or down and rotated many times to avoid obvious repetition. You could also just search for different rocks in the Megascans library, but I find Twinmotion rocks to be great quality.<br /> <img alt="Tech_Twinmotion_blog_body_img9.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img9-1640x913-9347f881cdf0d6d95d473c62b901249d06fc7e92.jpg" width="auto" /><br /> <img alt="Tech_Twinmotion_blog_body_img10.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img10-1640x918-419167f8b578c9a874cac587f28309dafb95d8d1.jpg" width="auto" /><br /> Laying the grass on the roof above was straightforward. I added two primitives from the Twinmotion library on top of the roof, then clicked on one and selected the Isolate option in the object menu. This way, the only object I see in the scene is the one I’m going to paint, and the grass only goes on the roof and not on everything else.<br /> <img alt="Tech_Twinmotion_blog_body_img11.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img11-1640x842-25d0384e03fd56e42beef6780b3effa7805629ad.jpg" width="auto" /><br /> <img alt="Tech_Twinmotion_blog_body_img12.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img12-1640x823-7c3ac92471dd24a4125954b089d28af91550c767.jpg" width="auto" /><br /> As I mentioned previously, I modelled the building itself in SketchUp and imported that into  Twinmotion. The  process of creating the waterfall was probably the hardest part of my work and took the most time. First I had to sculpt the terrain:<br /> <img alt="Tech_Twinmotion_blog_body_img13.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img13-1640x660-cc4769086876264e0d4193248fde0a9ec2cbe7b1.jpg" width="auto" /><br /> Then I added two primitives with water texture and movement:<br /> <img alt="Tech_Twinmotion_blog_body_img14.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img14-1640x911-3dc027487e0a12925abe18608b90116e7e9469c3.jpg" width="auto" /><br /> Then I had to add rocks:<br /> <img alt="Tech_Twinmotion_blog_body_img15.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img15-1640x660-077b6bbde12c3077ac41400d26a730e45cbef754.jpg" width="auto" /><br /> And lastly I opened the Twinmotion particles menu and selected a waterfall effect, which I scaled down and copied 50 times all over the waterfall so it looks more fluid:<br /> <img alt="Tech_Twinmotion_blog_body_img16.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img16-1640x661-cd8694b4baab8e3daa4298fedd4f4d0ebdbf199c.jpg" width="auto" /><br /> The lighting setup for almost all the exterior shots used the settings shown below. Pro tip: it’s worth using a higher field of view (FOV). In most scenes, I’m using a FOV of 85 or 90 as this gives a wide camera angle, and in most shots I’m also using perspective correction, especially when the camera is moving in straight lines. <br /> <br /> The last thing worth noting is the camera work. In my opinion, it’s nearly always better to make many short clips with two or three camera stops and combine them into one movie, rather than creating one huge clip with multiple stops.<br /> <img alt="Tech_Twinmotion_blog_body_img17.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img17-1640x1505-e89dcfa1439877df3d4829b70d272d6eb6ad290e.jpg" width="auto" /><br /> <img alt="Tech_Twinmotion_blog_body_img18.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img18-1640x891-9f57bf3ff9979de3e04a05a4416ebee00ff14a24.jpg" width="auto" /><br /> When I create interior scenes, I always need them to look good in my head before I even start—they must have the “wow” factor.  Then I try to recreate the scene as best I can from that mental image. <br /> <br /> Almost the entire building is made of glass in this project. That means no matter where I put the camera, it’s always going to show what’s outside—so it was super important to make the landscape look as good as possible. <br /> <br /> I came to the conclusion that the look of the house should be ultra modern with minimalist interior design. Instead of putting tons of stuff in the interior scenes,  I went for a small number of highly detailed assets. <br /> <br /> The second important thing was materials. It took some time to decide which ones looked the best, as I wanted the ceiling and floors to be made from the same material. Wood textures in Twinmotion look particularly great, with very fine details in bump maps and reflections. I used the lighting setup below for these interior scenes.<br /> <img alt="Tech_Twinmotion_blog_body_img19.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img19-1640x1505-e76c6be3c7e8012966dd1c7f9977e8aaa1ce000a.jpg" width="auto" /><br /> For the bath scene, I used decals to create water pools on the floor, which adds an extra layer of reflection, and I also added some details to the walls. It’s also worth noting the high ambient occlusion, which I set to 100% in every single scene in the project. <br /> <img alt="Tech_Twinmotion_blog_body_img20.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img20-1640x913-a4b7a3864a6745138da815ee7002de97ca5b76e2.jpg" width="auto" /><br /> Should you always do the same? Definitely not. In my opinion, ambient occlusion should be put as high as you can, but “how high you can” depends a lot on the scene. <br /> <br /> The main disadvantage of using high ambient occlusion is that it creates shadows in the corners of the walls and ceiling. But in my building, you don’t really see the connection of the walls and ceiling because there’s so much glass. That means I can put the slider to 100% most of the time, and other times it’s my job to work the camera angle so these shadows are not visible.<br /> <img alt="Tech_Twinmotion_blog_body_img21.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img21-1640x867-7860564a5b0f5e56b464da3ca0b9447f2eb5b75a.jpg" width="auto" /><br /> The night sky in Twinmotion is great—there’s no need for a skydome. It’s important not to go overboard with lights in night scenes. In this scene, there’s only one omni light casting shadows directly over the table and it’s enough to light up everything, along with a reflection probe. The lightning settings for this scene can be seen below:<br /> <img alt="Tech_Twinmotion_blog_body_img22.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fevents%2Fhouse-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2%2FTech_Twinmotion_blog_body_img22-1640x892-16e318ed5700bf01b638657b1c65ee1b26e58af5.jpg" width="auto" /><br /> Most of the time on this project was spent in the modeling software and searching for interior assets. After that, it took me around 20 to 30 hours to create everything in Twinmotion. I was making a lot of small tweaks here and there, and made a few extra scenes which I had to cut in final render as there was no time to show everything. My hardware setup is a perfect example of how you can get great results in Twinmotion even with an old PC . I use an Intel i7 2600K (seven years old), 16 GB Ram, and GeForce GTX 1060 6GB.<br /> <br /> As for my favorite thing about Twinmotion, it’s the ease with which you can create a landscape, and the great UI, which is so simple that anyone can use it—even someone who has got no architectural design background.<br /> <br /> <br /> Want to create your own architectural animations? Twinmotion is available to <a href="https://www.unrealengine.com/en-US/twinmotion" target="_blank">download for free</a> until early 2020!<br />  TwinmotionArchitectureCommunityDesignVisualizationTwinmotion Community ChallengePaweł RymszaMon, 06 Jan 2020 15:30:00 GMTMon, 06 Jan 2020 15:30:00 GMThttps://www.unrealengine.com/events/house-at-the-waterfall-breakdown-the-winning-entry-of-twinmotion-community-challenge-2Capturing the reality of space using ray tracing in Deliver Us The Moonhttps://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fcapturing-the-reality-of-space-using-ray-tracing-in-deliver-us-the-moon%2FTech_Blog_-DeliverUsTheMoon_THUMB_ALT-375x275-0a8a8fee845f6668c92775b22d1e9a7e1efbd768.jpgDutch indie developer KeokeN Interactive showcases how they implemented ray tracing in sci-thriller game Deliver Us The Moon.Though there are arguably as many styles as there are games, there is a clear tendency in part of the industry to create games that are increasingly realistic. The degree to which we can attain this goal greatly depends on the tools that are at our disposal. Unreal Engine 4 and NVIDIA’s latest <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/RayTracing/index.html" target="_blank">real-time ray tracing</a> technology usher in a new age of cinematic quality in games—even for small indie developers such as ourselves at KeokeN Interactive. Our debut game, <a href="https://www.deliverusthemoon.com/" target="_blank">Deliver Us The Moon</a>, derives its realistic visuals in no small part from our use of <a href="https://www.nvidia.com/en-us/geforce/20-series/rtx/" target="_blank">RTX</a>. Let’s take a look at its application and practicality.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/45T1GOWy4c4" width="100%"></iframe></div> The technology behind RTX can be used for various purposes, but in its most common application, real-time ray tracing greatly enhances both shadows and reflections. By making light behave in-game as it would behave in reality, RTX introduces a new level of intricacy and credibility to the shadows and reflections that appear in-game. One of the most striking examples of this is how reflections are no longer restricted by screen-space. Sources of light that are well outside the player’s screen-space still reflect on surfaces. Though the lack thereof may not seem apparent at first, the difference is striking. It’s one of these things you didn’t know you missed until you’ve seen it.<br /> <img alt="Tech_Blog_-DeliverUsTheMoon_004.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fcapturing-the-reality-of-space-using-ray-tracing-in-deliver-us-the-moon%2FTech_Blog_-DeliverUsTheMoon_004-1920x1080-1b589225187ef966c24a20e2725c0269acb16746.jpg" width="auto" /> <div style="text-align: center;"><em>The floor and glass materials reflect objects outside of screen space. The blue holographic image reflected in the window is actually in a room behind the astronaut. </em></div> <br /> Similarly, RTX renders shadows in a manner that isn’t just a semblance, but an actual representation of how shadows behave in reality. The result is a greater level of realism and believability to your game. <br /> <br /> A big part of implementing ray tracing is about performance. Current hardware can do amazing things, but this is only the first generation of ray-tracing hardware, which means we couldn’t do crazy things like ray-traced shadows from all lights. When it comes to lighting, we tried to keep it subtle and focus on a few spotlights that actually benefit a lot from ray-traced shadows. One thing to keep in mind is that using any source radius, source length or soft source radius in a light makes it heavier than when it’s just a point. When it’s just a single point from which the shadows are cast, the renderer doesn’t need to denoise the shadow, and the frame takes less time to render. The sad part is that ray-traced shadows are the prettiest when their source isn’t just a single point, but an area from which light originates. The increasing softness made by area lights over the length of the shadow is one of the things that make ray-traced shadows stand out and look realistic. We also decided to have our directional lights cast ray traced shadows. This gave a huge boost to realism and seems to be the ideal application of ray-traced shadows for now. All objects get sharp contact shadows and become softer the further they are from the shadow casting object.<br /> <img alt="Tech_Blog_-DeliverUsTheMoon_005.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fcapturing-the-reality-of-space-using-ray-tracing-in-deliver-us-the-moon%2FTech_Blog_-DeliverUsTheMoon_005-1920x1080-72604323b100fe7cd74cb5120eb0fc4f9a4e6dd2.jpg" width="auto" /> <div style="text-align: center;"><em>Note the individual shadows on the radio knobs. </em></div> <br /> Real-time ray tracing is a brand new tool for developers, and as with every tool, its success depends on not just the results you can achieve with it, but also its practicality. Especially for small indie developers like us, everyday reality and limited resources dictate time-efficient tools and methods. When RTX became publicly available for developers, Deliver Us The Moon was nearing the end of its polishing phase. The game’s realistic graphics are a major spearpoint, so we knew we wanted real-time ray tracing. But implementing this technology meant going back and potentially opening Pandora’s Box. Its risk and feasibility assessment came back positive in large part because of its integration in Unreal Engine. This was a decisive factor for us. <br /> <img alt="Tech_Blog_-DeliverUsTheMoon_003.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fcapturing-the-reality-of-space-using-ray-tracing-in-deliver-us-the-moon%2FTech_Blog_-DeliverUsTheMoon_003-1920x1080-bec2c9d0a4e8a1d12732fe07412260cdc00800d1.jpg" width="auto" /> <div style="text-align: center;"><em>RTX demonstrated by the astronaut’s reflection in the window and the shadows of the handlebars to the left. </em></div> <br /> Implementing RTX after your game is practically finished means you’ll have to adjust some <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/index.html" target="_blank">Materials</a> and lighting setups. With Deliver Us The Moon, we focused on reflections, since those have the most visual impact. <br /> <br /> The translucency reflections required some changes to the glass master Material. The biggest change comes from less roughness and less detailed normals. Before, we had glass with small speckles, which gave it a more industrial and worn look, but when that was rendered with ray tracing, it looked “off.” Adjusting the roughness and normals yielded the results we needed. A before and after comparison is shown below. Besides the fact that it looks better, it was also needed to improve performance. Having a detailed and strongly contrasting normal means the rays traced will diverge more, which means more rays are needed to get a decent image. This, together with roughness, determines the performance impact of translucent Materials.  <div style="text-align: center;"><img alt="Tech_Blog_-DeliverUsTheMoon_008.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fcapturing-the-reality-of-space-using-ray-tracing-in-deliver-us-the-moon%2FTech_Blog_-DeliverUsTheMoon_008-1920x1080-3b1c1272f29fddf946288e7bd050387a163df413.jpg" width="auto" /><br /> <em>Detailed normals on the window shader make the ray traced reflections too noisy.</em></div> <div style="text-align: center;"><img alt="Tech_Blog_-DeliverUsTheMoon_007.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fcapturing-the-reality-of-space-using-ray-tracing-in-deliver-us-the-moon%2FTech_Blog_-DeliverUsTheMoon_007-1920x1080-d5f81b6bcd1c5b80e2ff2ba3b4a88d32a038ac12.jpg" width="auto" /><br /> <em>Simplified normals give a sharp translucent reflection and increases the performance.</em></div> <br /> Another thing we had to look at were the amount of refraction rays. This is the amount of times a ray can travel through translucent Materials. Ideally we would want this at three or four times, since we have many windows and particles that can overlap. Sadly, that was not great for performance, which meant we had to set it to one. Then, using the latest tech from NVIDIA’s Unreal Engine 4.23 RTX branch, we could enable Hybrid Translucency. This allows objects that we don’t need to be ray traced, such as small dust particles, to be rendered via regular rasterization. The downside is that those objects also won’t show in the ray-traced reflections. <br /> <br /> Across all opaque materials, there were a few things we did to improve performance. Just like in translucent Materials, a lot of details in the normal map and higher roughness values are bad for performance. The most important Material node is the RayTracingQualitySwitch. It lets you say how you want a Material to render regularly, and in ray-traced reflections. We opted to not use the normals when rendering in a ray-traced reflection. Besides that, we also used a mip bias in our texture samplers to use lower-res mips, lowering the needed VRAM bandwidth. <br /> <img alt="Tech_Blog_-DeliverUsTheMoon_006.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fcapturing-the-reality-of-space-using-ray-tracing-in-deliver-us-the-moon%2FTech_Blog_-DeliverUsTheMoon_006-1920x1080-95f765725426da8c6c0541d7ca443f7bc4e694c2.jpg" width="auto" /><br /> Since <a href="https://www.unrealengine.com/en-US/blog/unreal-engine-4-23-released" target="_blank">Unreal Engine 4.23</a>, the ray-traced reflections can also fall back to the reflection sphere captures after the last reflection bounce. Before that, we had to use at least three bounces to get a decent result without showing too much black. This allowed us to set the maximum of reflection bounces to one without getting big black blocks of untraced reflections, while considerably improving performance. <br /> <br /> Implementing new technology can often be a time-consuming task because of stability issues and unknowns. You have to be willing to take the risk and prepare for worst-case scenarios. But even in Early Access, we went through the implementation process with relative ease. This was crucial for Deliver Us The Moon’s tight schedule, and we believe it represents a pivotal moment for RTX. Because of Unreal, ray tracing is not only accessible to a select group of high-budget industry titans, but also to small-sized teams with limited budgets and workforce. <br /> <img alt="Tech_Blog_-DeliverUsTheMoon_001.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fcapturing-the-reality-of-space-using-ray-tracing-in-deliver-us-the-moon%2FTech_Blog_-DeliverUsTheMoon_001-1920x1040-05fff321501762ef1b67dc7bc75201b728b41d9b.jpg" width="auto" /><br /> In conclusion, we use ray tracing to support Deliver Us The Moon’s realistic graphics. Naturally behaving shadows and reflections allow us to further improve the realistic style that makes our players so enthusiastic. But it should be noted that the technology has similar benefits for games that don’t aim for realistic graphics per se. Whether your game is realistic, heavily stylized or comic-styled, the efficiency and ease-of-use of ray tracing allows you to set up a high-quality lighting scenario without having to bake everything down, freeing up time for you to focus on other parts of the game. Everybody wins when you need to spend less time getting better results. The technology yields incredible results and is bound to set the stage for many games to come. We are eager to put it to use in our next games. <br />  ArtCommunityDeliver Us The MoonGamesRay TracingKeokeN InteractiveKeokeN Interactive Technical Artist Daniel Torkar and Technical Level Designer Kevin van SchaijkFri, 03 Jan 2020 14:00:00 GMTFri, 03 Jan 2020 14:00:00 GMThttps://www.unrealengine.com/tech-blog/capturing-the-reality-of-space-using-ray-tracing-in-deliver-us-the-moonAwesome games coming in 2020 and beyondhttps://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fanticipated-unreal-engine-powered-games-of-2020%2FNews_AnticipatedGames2020_blog_thumb-375x275-c6583e66dacf9aafc7e62840938956f580ac0895.jpgWith games like Final Fantasy VII Remake, Senua&#39;s Saga: Hellblade II, Godfall and more, 2020 and beyond will be a big for Unreal Engine developers. With dozens of Unreal Engine-powered games set to launch, 2020 is primed to be a big year for UE developers across the world. As you may have seen on <a href="https://www.youtube.com/watch?v=PHemFyNcTZo&amp;feature=youtu.be" target="_blank">our most recent livestream</a>, we created a video that celebrates anticipated Unreal Engine titles, which you can view below:  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/Xr8VwyLJ9gI" width="100%"></iframe></div> For a more in-depth look at the Unreal Engine-powered games you should expect to see in 2020 and beyond, check out the list below.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/zypTO-jydwo" width="100%"></iframe></div> <h3><strong><a href="https://eggnut.net/" target="_blank">Backbone</a> | EggNut</strong></h3> Backbone is a noir-inspired detective adventure. As raccoon private eye Howard Lotor, you will sniff out clues, collect evidence, interrogate witnesses, and explore a beautiful pixel-art version of dystopian Vancouver, BC.<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/tge3RzHNaMY" width="100%"></iframe></div> <h3><strong><a href="https://biomutant.com/" target="_blank">Biomutant</a> | Experiment 101/THQ Nordic</strong></h3> Biomutant is an open-world, post-apocalyptic kung-fu fable RPG with a unique martial arts styled combat system allowing you to mix melee, shooting, and mutant ability action<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/QktYvk2of74" width="100%"></iframe></div> <h3><strong><a href="https://www.blazingsails.com/" target="_blank">Blazing Sails: Pirate Battle Royale</a> | GET UP GAMES/Iceberg Interactive</strong></h3> Fight for survival in Blazing Sails, a pirate battle royale game! Create your own unique pirate and ship. Band together with other players to command your mighty vessel! Navigate land and sea for loot, resources, unique weapons, and ship upgrades. Sink every other ship to win the skirmish! <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/nRWU5-zGFms" width="100%"></iframe></div> <h3><strong><a href="https://www.bleedingedge.com/" target="_blank">Bleeding Edge</a> | Ninja Theory/Xbox Game Studios</strong></h3> From the studio behind DmC: Devil May Cry and Hellblade: Senua’s Sacrifice comes Bleeding Edge, a fast and frenetic 4v4 team brawler where every fighter comes mechanically enhanced for mayhem! <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/2plkavznbu0" width="100%"></iframe></div> <h3><strong><a href="https://weibo.com/projectboundary" target="_blank">Boundary</a> | The Scalpels</strong></h3> Set in the near future, Boundary is a first-person shooter in which players fight for survival in zero-gravity space. In this first title from the <a href="https://asia.playstation.com.cn/en-cn/hero/" target="_blank">SIE China Hero Project</a>, players can customize weapons, ammunition, and perks in order to gain the upper hand against their opponents. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/ESPXnkkx1rA" width="100%"></iframe></div> <h3><strong><a href="https://chivalry2.com/" target="_blank">Chivalry 2</a> | Torn Banner Studios/Tripwire Interactive</strong></h3> Chivalry 2 is a multiplayer first-person slasher inspired by epic medieval movie battles. Players are thrust into the action of every iconic moment of the era: from the thunder of cavalry charges, to storms of flaming arrows, sprawling castle sieges, and more. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/pnK57k3Sb_4" width="100%"></iframe></div> <h3><strong><a href="https://comanchegame.com/" target="_blank">Comanche </a>| Nukklear Digital Minds/THQ Nordic</strong></h3> Comanche is a team-based multiplayer helicopter shooter set in the near future. Choose from an array of Comanche and drone configurations, and utilize their strengths to your tactical advantage. Experience a new era of thrilling dog-fights and stealthy drone close-quarters action. Hone your skills and compete with other pilots in ranked matches. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/Z4XgMaT4Peg" width="100%"></iframe></div> <h3><strong><a href="https://www.xbox.com/games/crossfirex" target="_blank">CrossfireX</a> | Smilegate & Remedy Entertainment/Xbox Game Studios </strong></h3> CrossfireX delivers an intense first-person shooter experience where players are immersed in a sprawling global conflict between the world’s two most formidable private military factions. Choose your side and complete objective-based missions across a variety of classic and innovative modes featuring tightly crafted gameplay and cinematic visuals.<br /> <img alt="dead-static-drive.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fanticipated-unreal-engine-powered-games-of-2020%2Fdead-static-drive-1920x1080-4c76e8fec17b1340234db7b823c72e3cb44453f5.jpg" width="auto" /> <h3><strong><a href="https://www.deadstaticdrive.com/" target="_blank">Dead Static Drive</a> | Fanclub</strong></h3> Dead Static Drive is a horror-survival adventure. You&#39;re on the road. The world begins to fall apart in front of you. Your friendships will make every bit of difference as order collapses and the people you meet fight for their own survival. Sneak, scavenge, fight, befriend, barricade, and bunker-in or steal a car and drive off into the sunset. There&#39;s no escape; there&#39;s only what you choose to do with the little time that&#39;s left. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/1rNYZYVR8P0" width="100%"></iframe></div> <h3><strong><a href="https://destroyallhumansgame.com/" target="_blank">Destroy All Humans</a> | Black Forest Games/THQ Nordic </strong></h3> The cult-classic returns! Terrorize the people of 1950s Earth in the role of the evil alien Crypto-137. Harvest DNA and bring down the US government in the remake of the legendary alien-invasion action adventure. Annihilate puny humans using an assortment of alien weaponry and psychic abilities. Reduce their cities to rubble with your flying saucer! <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/qOR6A6RMEjI" width="100%"></iframe></div> <h3><strong><a href="https://www.disintegrationgame.com/" target="_blank">Disintegration</a> | V1 Interactive/Private Division</strong></h3> Pilot a heavily armed Gravcycle in Disintegration, a new sci-fi first-person shooter unlike any other. Command your troops on the ground as you battle through a thrilling single-player campaign, and compete in frenetic PVP multiplayer against other pilots and their crews.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/rkAddzuX-C8" width="100%"></iframe></div> <h3><strong><a href="https://www.bandainamcoent.com/games/dragon-ball-z-kakarot" target="_blank">Dragon Ball Z: Kakarot</a> | CyberConnect2/BANDAI NAMCO Entertainment  </strong></h3> Relive the story of Goku in Dragon Ball Z: Kakarot! Beyond the epic battles, experience life in the Dragon Ball Z world as you fight, fish, eat, and train. Explore new areas and adventures as you advance through the story and form powerful bonds with other heroes from the Dragon Ball Z universe. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/mqt-9fHgIzY" width="100%"></iframe></div> <h3><strong><a href="https://www.drakehollow.com/" target="_blank">Drake Hollow</a> | The Molasses Flood</strong></h3> Introducing Drake Hollow, the next game from The Molasses Flood, developers of The Flame in the Flood. Explore a blighted world with your friends. Gather supplies, battle savage creatures, and build villages to protect the local innocent vegetable folks known as Drakes. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/lEXgaEGpfHc" width="100%"></iframe></div> <h3><strong><a href="https://www.darkalliance.com/" target="_blank">Dungeons and Dragons: Dark Alliance</a> | Tuque Games/Wizards Of The Coast</strong></h3> Slay together in the spiritual successor to Baldur&#39;s Gate: Dark Alliance from Wizards of the Coast and Tuque Games, and enjoy co-op hack and slash gameplay as some of D&D&#39;s most iconic heroes. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/pz614TW-yDc" width="100%"></iframe></div> <h3><strong><a href="https://herobeatstudios.com/" target="_blank">Endling</a> | Herobeat Studios/Handy Games</strong></h3> As the last mother fox, keep your cubs alive and reach the only place on Earth where humans cannot harm them. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/jWpcUH-tKEU" width="100%"></iframe></div> <h3><strong><a href="https://www.xbox.com/games/everwild" target="_blank">Everwild</a> | Rare/Xbox Game Studios</strong></h3> Rare introduces new IP Everwild. Unique and unforgettable experiences await in a natural and magical world. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/Z3xSGv3Hfio" width="100%"></iframe></div> <h3><strong><a href="https://ffvii-remake.square-enix-games.com/" target="_blank">Final Fantasy VII Remake </a>| Square Enix</strong></h3> A spectacular reimagining of one of the most visionary games ever, Final Fantasy VII Remake rebuilds and expands the legendary RPG. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/OtVj6LdSvAI" width="100%"></iframe></div> <h3><strong><a href="https://forgottencitygame.com/" target="_blank">The Forgotten City</a> | Modern Storyteller/Dear Villagers</strong></h3> Trapped in a precarious utopia where if one person sins, everyone dies, 26 ancient Romans cling to life. Drawn 2,000 years into the past, you’ll relive their final day in an endless loop, changing its course with each secret you uncover and decision you make. The fate of the city is in your hands. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/gPFEVGfM1ZE" width="100%"></iframe></div> <h3><strong><a href="https://gamedec.com/" target="_blank">Gamedec </a>| Anshar Studios</strong></h3> Gamedec is an adaptive cyberpunk RPG. As a private detective, it’s your job to solve crimes inside virtual worlds. Who will you become in the XXII century? <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/bdwr3oTTpvk" width="100%"></iframe></div> <h3><strong><a href="https://ghostrunnergame.com/" target="_blank">Ghostrunner</a> | One More Level/All in! Games</strong></h3> Ghostrunner is an action video game developed by One More Level studio and published by All in! Games. The high mobility, one-hit-one-kill, and bullet-time mechanics are the bases of the gameplay, which focuses on fast-paced, high-adrenaline combat. The game is set in a unique world that’s a grim blend of cyberpunk and post-apocalyptic genres. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/7HhUpLqHyv4" width="100%"></iframe></div> <h3><strong><a href="https://www.youtube.com/redirect?redir_token=1lWcE_erDfJ5QWLMdC-sspWF8Ah8MTU3NjMzNjc5MkAxNTc2MjUwMzky&amp;event=video_description&amp;v=7HhUpLqHyv4&amp;q=http%3A%2F%2Fwww.godfall.com" target="_blank">Godfall</a> | Counterplay Games/Gearbox Software</strong></h3> The first-ever footage of a PlayStation 5 game was recently unveiled, and it’s built with Unreal. PS5 launch title Godfall is a third-person fantasy looter-slasher focused on melee combat from publisher Gearbox and developer Counterplay Games, who are made up of team members with credits on Ratchet & Clank, God of War, Destiny 2, and Horizon Zero Dawn. Godfall is also coming to the Epic Games Store. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/X4B5iOh1mB8" width="100%"></iframe></div> <h3><strong><a href="https://www.xbox.com/games/grounded" target="_blank">Grounded</a> | Obsidian Entertainment/Xbox Game Studios</strong></h3> The world is a vast, beautiful, and dangerous place, especially when you have been shrunken to the size of an ant. Explore, build, and survive together in this first-person, multiplayer, survival-adventure from the studio that made <a href="https://outerworlds.obsidian.net/" target="_blank">The Outer Worlds</a>. Can you thrive alongside the hordes of giant insects, fighting to endure the hardships of the backyard? <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/vAJUvy4ibeA" width="100%"></iframe></div> <h3><strong><a href="https://www.arcsystemworks.jp/guiltygear/" target="_blank">Guilty Gear Strive</a> | Arc System Works</strong></h3> Heaven or hell! Let’s rock! Having recently celebrated its 20th anniversary, the revolutionary fighting game series Guilty Gear returns in 2020! <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/wxUbeSjpc38" width="100%"></iframe></div> <h3><strong><a href="https://braceyourselfgames.com/industries-of-titan/" target="_blank">Industries Of Titan</a> | Brace Yourself Games</strong></h3> Create a sprawling industrial city. Compete with the other Great Houses of Titan for resources, territory, and power. Overcome challenges with ships, technology, influence, or the sheer productive power of your factories. Stake your claim to the Industries of Titan in this innovative sim/strategy game! <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/Wy9tv8etwrU" width="100%"></iframe></div> <h3><strong><a href="https://savageplanetgame.com/" target="_blank">Journey to the Savage Planet</a> | Typhoon Studios/505 Games</strong></h3> Journey to the Savage Planet is an upbeat co-op adventure game set in a bright and colorful alien world filled with weird and wonderful creatures. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/vvq1OLuK_fE" width="100%"></iframe></div> <h3><strong><a href="https://kingsbounty2.com" target="_blank">King&#39;s Bounty II</a> | 1C Entertainment</strong></h3> The King&#39;s Bounty turn-based tactics series returns with King’s Bounty II! In addition to the tactical depth fans expect from its combat, immerse yourself in the fantasy world of Antara with a whole new, non-linear narrative and deep RPG mechanics that give weight to your every decision. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/MlX3kh1Y7Cg" width="100%"></iframe></div> <h3><strong><a href="https://en.bandainamcoent.eu/little-nightmares/little-nightmares-ii" target="_blank">Little Nightmares II</a> | Tarsier Studios/BANDAI NAMCO Entertainment</strong></h3> Return to the world of charming horror that has terrified over one million fans. Face a completely new set of distorted enemies as Mono, and learn how to be as courageous as a child.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/KAwtFRoJV0o" width="100%"></iframe></div> <h3><strong><a href="https://www.epicgames.com/store/product/maneater/home" target="_blank">Maneater </a>| Tripwire Interactive</strong></h3> Fight to survive as a baby bull shark in this upcoming single-player action RPG. Torn from your mother’s belly, grow in power as you explore a wide range of underwater environments, from swamps and rivers to beachside resorts and the deep blue sea. Your only tools are your wits, your jaws, and the uncanny ability to evolve as you feed. Eat, explore, and evolve into the ultimate killing machine in Maneater! <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/ARC4_Rp01-U" width="100%"></iframe></div> <h3><strong><a href="https://www.ea.com/news/medal-of-honor-above-beyond-announcement" target="_blank">Medal of Honor: Above and Beyond</a> | Respawn Entertainment/Oculus</strong></h3> Medal of Honor: Above and Beyond brings the historic battlefields of World War II back to the forefront for an epic AAA experience like no other. You’ll play as an Allied agent of the Office of Strategic Services (OSS), tasked with infiltrating, outgunning, and outsmarting the Nazi war machine.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/HJicIi8Lvx0" width="100%"></iframe></div> <h3><strong><a href="https://www.minecraft.net/dungeons/" target="_blank">Minecraft: Dungeons</a> | Mojang/Xbox Game Studios</strong></h3> Fight your way through an all-new action-adventure game, inspired by classic dungeon crawlers and set in the Minecraft universe!  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/91HU_mc9cts" width="100%"></iframe></div> <h3><strong><a href="https://www.nintendo.com/games/detail/no-more-heroes-3-switch/" target="_blank">No More Heroes III </a>| Grasshopper Manufacture/MARVELOUS!</strong></h3> Travis Touchdown returns to Santa Destroy after a ten-year absence in No More Heroes III. There he finds a huge artificial island metropolis floating in the sea, and a mysterious flying object hovering high above. Who really is the deadly killer Travis must face off against this time and what is the “Onireal Engine?” <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/8vI4e8tdE3Y" width="100%"></iframe></div> <h3><strong><a href="https://www.metronomik.net/" target="_blank">No Straight Roads </a>| Metronomik/Sold-Out Software</strong></h3> Take back Vinyl City ...with rock! Embark on a music-based action-adventure as indie rock band members Mayday & Zuke and lead a musical revolution against EDM empire No Straight Roads. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/Ii2J2JYceLs" width="100%"></iframe></div> <h3><strong><a href="https://www.playomno.com/" target="_blank">Omno</a> | Jonas Manke/StudioInkyfox   </strong></h3> A single-player journey of discovery through an ancient world of wonders. Full of puzzles, secrets and obstacles to overcome, where the power of a lost civilisation will carry you through forests, deserts, tundras, and even to the clouds. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/TpaOvMK5KYU" width="100%"></iframe></div> <h3><strong><a href="https://robotentertainment.com/omd3" target="_blank">Orcs Must Die! 3</a> | Robot Entertainment</strong></h3> Orcs Must Die! 3 ushers orc-slaying mayhem to a previously unimaginable scale. All new War Scenarios pit players and their friends against the largest orc armies ever assembled. Mountable War Machines give players the essential firepower to heave, carbonize, and disarticulate the abominable intruders. Orcs Must Die! 3 is the long-awaited successor to the award-winning series. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/J0dyNDP5Vfo" width="100%"></iframe></div> <h3><strong><a href="https://outriders.square-enix-games.com/" target="_blank">Outriders</a> | People Can Fly/Square Enix</strong></h3> Square Enix and People Can Fly present Outriders; a one-to-three player, drop-in-drop-out co-op shooter set in an original, dark, and desperate sci-fi universe. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/t-N2oBNU6P8" width="100%"></iframe></div> <h3><strong><a href="https://www.playstation.com/games/predator-hunting-grounds-ps4/" target="_blank">Predator: Hunting Grounds </a>| Illfonic/Sony Interactive Entertainment</strong></h3> Predator: Hunting Grounds is an immersive asymmetrical shooter set in remote areas around the world, where the Predator stalks the most challenging prey. Play as a member of an elite fireteam and complete paramilitary operations before the Predator finds you. Or, play as the legendary Predator to hunt the most worthy prey, choosing from your vast array of deadly alien tech to collect your trophies, one by one.<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/4iGU6PctOBg" width="100%"></iframe></div> <h3><strong><a href="https://www.riotgames.com/en/project-a" target="_blank">Project A</a> | Riot Games</strong></h3> Project A is a precise tactical shooter with a lethal cast of characters, set on a near-future Earth. In Project A, abilities create unique opportunities for your gunplay to shine.<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/xV3LGhgDQbc" width="100%"></iframe></div> <h3><strong><a href="https://www.xbox.com/games/psychonauts-2" target="_blank">Psychonauts 2</a> | Double Fine/Xbox Game Studios</strong></h3> Razputin Aquato, trained acrobat and powerful young psychic, has realized his life-long dream of joining the international psychic espionage organization known as the Psychonauts! <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/eWInEYdKI94" width="100%"></iframe></div> <h3><strong><a href="https://www.rajithegame.com/" target="_blank">Raji: An Ancient Epic </a>| Nodding Heads Games/Super.com</strong></h3> Raji: An Ancient Epic is an action adventure game set in ancient India. Raji, a young girl, is chosen by the gods to stand against the demonic invasion of the human realm. Her destiny is to rescue her younger brother and face the demon lord Mahabalasura. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/ozFP-Wl4OZg" width="100%"></iframe></div> <h3><strong><a href="http://www.stormindgames.com/remothered-going-porcelain/" target="_blank">Remothered: Broken Porcelain</a> | Stormind Games/Modus Games, Darril Arts</strong></h3> Remothered: Broken Porcelain brings an abundance of welcome changes to the series, introducing new gameplay and storytelling elements that breathe new life into the characters of the mysterious Ashmann Inn! <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/EdyX9s2YI18" width="100%"></iframe></div> <h3><strong><a href="https://modusgames.com/rock-of-ages-3/" target="_blank">Rock of Ages 3: Make & Break </a>| ACE Team & Giant Monkey Robot/Modus Games</strong></h3> Rock of Ages 3: Make & Break is competitive tower defense and arcade action rolled up with ACE Team&#39;s quirky, Monty Python-esque humor to form one giant, creative game for the ages. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/ybR34uYuLr0" width="100%"></iframe></div> <h3><strong><a href="https://www.roguecompany.com/" target="_blank">Rogue Company </a>| First Watch Games/Hi-Rez Studios</strong></h3> Rogue Company is a top-secret syndicate of elite mercenaries around the globe. To most of the world, the elusive mercenaries are a rumor at best. However, to those in the know, Rogue Company operatives are indispensable to solving the world’s deadliest and most challenging missions. As a Rogue Company mercenary, players will grab their weapon of choice and dive into iconic locations to compete online in various PVP game modes. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/vvKQ7eTGXns" width="100%"></iframe></div> <h3><strong><a href="https://ninjatheory.com/?p=2522" target="_blank">Senua&#39;s Saga: Hellblade II </a>| Ninja Theory/Xbox Game Studios</strong></h3> Continuing the story of Hellblade: Senua’s Sacrifice, Ninja Theory is building a sequel to one of 2017’s most critically-acclaimed games, and they’ve confirmed it’s coming to Xbox Series X.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/-g4I7NOz2dA" width="100%"></iframe></div> <h3><strong><a href="https://scavengersgame.com/" target="_blank">Scavengers</a> | Midwinter Entertainment</strong></h3> In a not-so-distant future, a cataclysmic event has led to a new ice age, and a vast, frozen wasteland awaits exploration. The best chance of overcoming the challenges of this post-apocalyptic world is by working together. Faced with extreme weather and limited resources, hostile inhabitants and opposing players must team up to complete objectives, improve their gear, and ensure the survival of the human race. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/rwOhNxMMIvg" width="100%"></iframe></div> <h3><strong><a href="https://solarwardengame.com/" target="_blank">Solar Warden</a> | Polar Zenith </strong></h3> Solar Warden is a space shooter/real-time strategy hybrid that allows you to command the Solar Warden space fleet from a real-time strategy overlay, or you can choose to assume immediate control of any of your fleet directly and combat the Silicoid menace up close! <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/swQBJj251d4" width="100%"></iframe></div> <h3><strong><a href="https://www.thqnordic.com/games/spongebob-squarepants-battle-bikini-bottom-rehydrated" target="_blank">Spongebob Squarepants: Battle for Bikini Bottom – Rehydrated</a> | Purple Lamp/THQ Nordic</strong></h3> Are you ready, kids? The cult classic is back, faithfully remade in Spongetastic splendor! Play as SpongeBob, Patrick, and Sandy, and show the evil Plankton that crime pays even less than Mr. Krabs. <br /> <br /> <img alt="stalker2_art_uhd.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fawesome-games-coming-in-2020-and-beyond%2Fstalker2_art_uhd-1600x900-aadbaa2b806c88e1072b70b8bd04f44360b9d8cb.jpg" width="auto" /> <h3><strong><a href="https://www.stalker2.com/" target="_blank">S.T.A.L.K.E.R. 2</a> | GSC Game World</strong></h3> S.T.A.L.K.E.R. 2 is an ambitious post-apocalyptic FPS that is both a long-awaited sequel in the world-famous franchise and the biggest game in the history of the Ukranian developers GSC Game World (S.T.A.L.K.E.R., Cossacks, Heroes of Annihilated Empires, etc.).<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/I6sn-ceUniM" width="100%"></iframe></div> <h3><strong><a href="https://www.cloudfirestudios.com/games/starport-delta/" target="_blank">Starport Delta</a> | Cloudfire Studios</strong></h3> Starport Delta is a space-station builder where players must balance resources, station maintenance, and resident requirements. Juggle the needs of your expanding population and deal with whatever space throws your way. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/mnhH4p3b7lU" width="100%"></iframe></div> <h3><strong><a href="https://housemarque.com/games/stormdivers" target="_blank">Stormdivers</a> | Housemarque </strong></h3> Stormdivers is a third-person multiplayer centric shooter. It features chaotic battles and volatile explosions amidst a recurring nano-storm that swallows the beautiful and lush island surroundings. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/8WIovmdXwbc" width="100%"></iframe></div> <h3><strong><a href="https://systemshock.com/" target="_blank">System Shock</a> | Nightdive Studios</strong></h3> System Shock is a complete remake of the genre defining classic from 1994 built by a team of industry veterans. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/ltVgvd-Me6A" width="100%"></iframe></div> <h3><strong><a href="https://www.bandainamcoent.com/games/tales-of-arise" target="_blank">Tales of Arise</a> | BANDAI NAMCO</strong></h3> Challenge the fate that binds you! Experience the next evolution in the "Tales of" series with a rich story featuring a new cast of characters, updated combat, and classic "Tales of" gameplay. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/JVXqGQC9J2o" width="100%"></iframe></div> <h3><strong><a href="https://www.tellmewhygame.com/" target="_blank">Tell Me Why</a> | DONTNOD Entertainment</strong></h3> Tell Me Why is the latest narrative adventure game from DONTNOD Entertainment, the studio behind the beloved franchise, Life is Strange. In this intimate thriller, twins Tyler and Alyson use their special bond to unravel the mysteries of their loving but troubled childhood. Set in beautiful small-town in Alaska, Tell Me Why features true-to-life characters, mature themes, and gripping choices. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/LyF6yiL5S44" width="100%"></iframe></div> <h3><strong><a href="http://www.thesuicideofrachelfoster.com/" target="_blank">The Suicide of Rachel Foster</a> | ONE-O-ONE GAMES</strong></h3> Coming back to the family hotel after years, a strong-willed woman finds herself trapped with the ghosts from her past and an old cellular telephone as the only way to unveil a terrible truth. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/pdSFIeEaRaE" width="100%"></iframe></div> <h3><strong><a href="https://twdonslaught.com/" target="_blank">The Walking Dead Onslaught</a> | Survios</strong></h3> Fight your fears head-on in The Walking Dead Onslaught, the official VR game from AMC’s The Walking Dead. Experience an all-new exclusive TWD story, defend yourself with real-motion melee and ranged combat, and confront both the horrors and humanity of the apocalypse. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/PwQx872oy4A" width="100%"></iframe></div> <h3><strong><a href="https://www.skybound.com/the-walking-dead-saints-sinners" target="_blank">The Walking Dead: Saint & Sinners</a> | Skydance Interactive</strong></h3> Saints & Sinners is a game unlike any other in The Walking Dead universe. Every challenge you face and decision you make is driven by you. Fight the undead, scavenge through the flooded ruins of New Orleans, and face gut-wrenching choices for you and the other survivors.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/z6KHuCw3o34" width="100%"></iframe></div> <h3><strong><a href="http://www.thewaylanders.com/" target="_blank">The Waylanders </a>| Gato Studio</strong></h3> The Waylanders is a classic party-based RPG featuring some of the top-talents who brought well-known titles within the genre like the Dragon Age, Mass Effect, and the Pillars of Eternity sagas. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/GzX6mXME-oc" width="100%"></iframe></div> <h3><strong><a href="https://www.torchlightfrontiers.com" target="_blank">Torchlight Frontiers</a> | Echtra Games/Perfect World Entertainment</strong></h3> Torchlight Frontiers combines the heart of the beloved Torchlight series with a shared, persistent, and dynamically generated world. In true Torchlight style, players will team up with friends and devoted pets to hack and slash their way through a vibrant world, discover ancient ruins of lost civilizations, and brave dungeons filled with dangerous creatures, deadly bosses, and of course, loads of loot! <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/O_Fl-Z4Rih0" width="100%"></iframe></div> <h3><strong><a href="https://www.youtube.com/watch?v=O_Fl-Z4Rih0" target="_blank">Trials of Mana</a> | Square Enix</strong></h3> Trials of Mana is the 3D remake of the hit Japanese classic RPG released in 1995 as Seiken Densetsu 3. Experience the beloved adventure fully modernized with quality graphics, an upgraded battle system, character voices, a remastered soundtrack, extra conversation interludes, and more! <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/TDjbZyvvyu0" width="100%"></iframe></div> <h3><strong><a href="https://www.waytothewoodsgame.com/" target="_blank">Way to the Woods</a> | Anthony Tan/Team17 Digital Limited</strong></h3> A deer and fawn must embark on a journey through an abandoned world of the unknown to get home. A third-person adventure game solo developed by Anthony Tan, featuring music from Aivi & Surasshu, composers for the show Steven Universe. Unravel the mystery of Cat Town, evade a hounding pack of wolves, and find your light to explore a world filled with the relics of the old gods: humanity. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/_qDwyhSpIRI" width="100%"></iframe></div> <h3><strong><a href="http://werewolf-videogame.com/" target="_blank">Werewolf: The Apocalypse - Earthblood</a> | Cyanide/Bigben Interactive </strong></h3> Werewolf: The Apocalypse - Earthblood is a new RPG set in White Wolf’s World of Darkness universe. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/-zqjNkdXT94" width="100%"></iframe></div> <h3><strong><a href="http://www.theastronauts.com/2017/12/new-game-witchfire/" target="_blank">Witchfire</a> | The Astronauts</strong></h3> Witchfire is a dark fantasy first-person shooter set in an alternative world in which witches are real and very dangerous. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/KFal27KgUDk" width="100%"></iframe></div> <h3><strong><a href="https://store.steampowered.com/app/618330/Within_the_Cosmos/" target="_blank">Within the Cosmos</a> | debdev</strong></h3> <h3>Within the Cosmos is a single-player first-person sci-fi RPG. You awaken from cryogenic sleep, and shortly after, you and your crew get attacked by an unknown enemy. As you explore multiple planets to try to find answers, your choices and actions will determine how the story unfolds.</h3>   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/0MtQCvRFIWM" width="100%"></iframe></div>   <h3><strong><a href="https://telltale.com/" target="_blank">Wolf Among Us 2</a> | Telltale Games</strong></h3> The Big Bad Wolf is back. The game you have all been waiting for, The Wolf Among Us 2, is under development now!CommunityGamesPlayStation 5VRXbox Series XJimmy ThangTue, 31 Dec 2019 13:30:00 GMTTue, 31 Dec 2019 13:30:00 GMThttps://www.unrealengine.com/blog/awesome-games-coming-in-2020-and-beyondTwo-person studio creates robust character creation tool to fuel CHIKARA: Action Arcade Wrestling https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Ftwo-person-studio-creates-robust-character-creation-tool-to-fuel-chikara-action-arcade-wrestling%2FDeveloperInterview_CHIKARA_THUMB_ALT-375x275-c023da4db02a24519f04c489b09fb8f398eb44cd.jpgComprised of just two developers, VICO Game Studios discuss CHIKARA: Action Arcade Wrestling and created a powerful create-a-character tool that taps into the community’s creativity.  Developed by a core team of just two people, <em>CHIKARA: Action Arcade Wrestling</em> represents a blend of old-school wrestling games infused with new tech. With this being VICO Game Studio’s first Unreal Engine-powered game, we spoke with Executive Producer David Horn and Lead Programmer and Producer Eugene Tchoukrov to see how they handled the transition.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/9nnkxHqTOrM" width="100%"></iframe></div> <strong>With CHIKARA: Action Arcade Wrestling being the studio&#39;s third wrestling game, what have you learned from the first two titles that you&#39;ve built upon for CHIKARA?<br /> <br /> Executive Producer David Horn: </strong>Well, the first game, Action Arcade Wrestling, was done completely by one person. The team who worked on this game only came together during the development of the second. So, there was quite a bit of education needed to describe the vision of the first game. <br /> <br /> By the time we were ready for the third, <em>CHIKARA: Action Arcade Wrestling</em>, we had already experienced many of the pitfalls in developing a wrestling game, especially one that includes a creation suite. Once wrestlers can be created by users, an entirely different approach needed to be taken. Every decision must be widened to allow for almost any possibility of content. There’s a good amount that needs to be abstracted; almost like writing a play without knowing any of the main characters. <br /> <br /> <strong>With varied wrestling games throughout the years, were there any titles that you particularly drew inspiration from? <br /> <br /> Horn:</strong> WWF WrestleFest was our main influence, but our game really draws from elements of a lot of wrestling games that came out in the 90s. The darker lit crowd was inspired by WWF WrestleMania for SNES and the over-the-top moves were inspired by Saturday Night Slam Masters. We were also inspired to marry the elements of those games with grappling systems from the 64-bit era. <br /> <br /> What’s interesting, at least to us, is that saying our game is an arcade pro wrestling game seems to be a very specific niche. However, within that genre, there has already been a wide spectrum of game styles. The aforementioned WrestleFest was very “arcadey” but it was still grounded in real-world physics, as opposed to WWF WrestleMania Arcade, which literally had a wrestler’s arms morphing into razor blades. The more recent WWE All-Stars, on the other hand, sort of struck a middle ground between realism and being over-the-top. <br /> <img alt="DeveloperInterview_-CHIKARA_004.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Ftwo-person-studio-creates-robust-character-creation-tool-to-fuel-chikara-action-arcade-wrestling%2FDeveloperInterview_-CHIKARA_004-1600x900-91f71e705d6f1daed489285e86c92654cd990329.jpg" width="auto" /><br /> <strong>Separating itself from most other wrestling games, CHIKARA features power-ups that enable temporary stat boosts and allows players to perform superhuman abilities. What drew the studio to include those elements? <br /> <br /> Horn:</strong> Well, even the original WWF game for the Nintendo saw characters getting power-ups, albeit very bizarrely. There have been other instances, mostly in the Japanese games, where players would earn certain items to get certain boosts. I remember as a kid playing M.U.S.C.L.E. for the NES and random flashing orbs would roll into the ring to make your character more powerful for a time.<br /> <br /> Once we started to play around with the idea, it snowballed into “how could this not only work in the game, but differently for each match type?” For instance, during a battle royal, if you see a person trying to eliminate an opponent, looking at what power-up you might want to steal can determine which wrestler you help.<br /> <br /> <strong>What drew the studio to the game&#39;s cel-shaded look?<br /> <br /> Horn: </strong>Once we started experimenting with the look, we decided to go with the cel-shaded aesthetic. For one thing, it made it easier for users to generate content since they didn’t have to worry about spending so much time making realistic versions of wrestlers. Secondly, it really fit the genre we were going for; for instance, when you look at the game and its cel-shaded appearance, you know instantly that it’s probably not a slow simulation game. And finally, it completely fits the theme of the CHIKARA wrestling organization, as they’re known as being a “comic book [that’s] come to life.”<br /> <img alt="DeveloperInterview_-CHIKARA_005.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Ftwo-person-studio-creates-robust-character-creation-tool-to-fuel-chikara-action-arcade-wrestling%2FDeveloperInterview_-CHIKARA_005-1600x900-d689e885f8d77d8444fa59fd1b3a3d9002be7196.jpg" width="auto" /><br /> <strong>With the game featuring hundreds of hand-made animations, can you touch upon how you created them?<br /> <br /> Horn: </strong>We met an amazingly talented animator named Erik Novak during the development of the second game. We contracted him to do a majority of the animations for <em>CHIKARA: Action Arcade Wrestling</em>. We were very blessed to work with him.<br /> <br /> One of the crazy parts about making a Pro Wrestling game is that once the animations have been… well… animated, you’re about 10 percent done. The animation then has to be imported, categorized, and converted into an <a href="https://docs.unrealengine.com/en-US/Engine/Animation/AnimMontage/index.html" target="_blank">Anim-Montage</a>, and assigned another animation for the “receive” counterpart. Then that move has a reversal which then, in turn, has a “reversal receive” move to go along with it. Then each move has branch points to define reversal points, sound effects, rope bounces, special effects, points in the animation where tables, wrestlers, or other surrounding entities will be impacted, and more. Suffice it to say, it’s quite an undertaking.<br /> <br /> <strong>With the free <a href="https://store.steampowered.com/app/1137700/CHIKARA_AAW_Wrestle_Factory/" target="_blank">Wrestle Factory</a> suite that you&#39;ve created for the game, CHIKARA features some of the most robust character customization options out of any wrestling title yet. Can you talk about the importance of this inclusion and explain how you implemented it?<br /> <br /> Horn:</strong> We didn’t want to release a wrestling game without a create-a-wrestler mode. There are some games that decide not to, and we totally get that, but we felt that we could create something that could really branch us out into some creative areas that indie wrestling games might not always go. When you look on YouTube and see a match between superheroes and/or old-time wrestling favorites, you might think “that’s pretty cool for being a small indie wrestling game” because not many of them have in-depth creation tools. <br /> <br /> But to take things a step further… seeing a match between a soda machine and a pencil? Now we’re getting the “Wait... What?!” reactions, and that always makes us smile. We’re showing folks things they’ve never seen before in a wrestling game or with user-generated content in general.<br /> <br /> <strong>Lead Programmer and Producer Eugene Tchoukhrov:</strong> [Regarding the character customization feature,] we implemented it as a separate, special build of the game to help us streamline development and iteration, and to make sure that the codebases are in-sync, which is very important. <br /> <br /> We wanted players on all platforms to be able to download and enjoy creations made by anyone else, which meant that we’d need a unified pipeline for these creations across all platforms. This was probably the most important piece to test and verify before we committed to developing the creation tool. We had to develop three parts of the game simultaneously: the creation tool (the bit that allowed the actual creation, which included texture processing, morphing, accessory creation, move list preview/setup, serialization, metadata generation, and uploading), the server-side (the bit that stored uploaded creation, processed queries, and retrieval), and the game-side parts (the bit that downloaded and loaded creations into a match). It was an interesting and challenging few months putting together the initial versions of these three creation system parts.<br /> <img alt="DeveloperInterview_-CHIKARA_001.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Ftwo-person-studio-creates-robust-character-creation-tool-to-fuel-chikara-action-arcade-wrestling%2FDeveloperInterview_-CHIKARA_001-1920x1080-3f2e533ef3132b75c1570dc1e573554f8d174e53.jpg" width="auto" /><br /> <strong>Considering this is the studio&#39;s first UE4 game, how was the transition to the engine?<br /> <br /> Tchoukhrov:</strong> Having a AAA level engine at our disposal was fantastic. We no longer had to spend time reinventing the wheel putting in basic pipelines or rendering back-end stuff. We pretty much hit the ground running in that regard. Having <a href="https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html" target="_blank">source [code] access</a> is probably the best thing about UE since it allowed us to fix bugs in the engine immediately, tweak core parts of the engine to our needs and, most importantly, add critical features to our game—like the morphing of NvCloth assets.<br /> <br /> <strong>What made UE4 a good fit for the game?<br /> <br /> Tchoukhrov: </strong>As mentioned earlier, having a AAA level engine that was easy to work with was tremendous. But it was the ability to start making the game right-away and having complete source access to tweak the engine to our needs. It has saved us countless times when we ran into a pesky bug or needed to add a unique feature to the engine. <br /> <br /> <strong>Do you have any favorite UE4 tools or features?<br /> <br /> Tchoukhrov:</strong> DataTables. They are awesome and we use them everywhere to make as much of our game as dynamic as we can. It makes adding new modes a breeze and makes tweaking gameplay quick and easy. Oh, and <a href="https://docs.unrealengine.com/en-US/Engine/Blueprints/index.html" target="_blank">Blueprints</a> are cool as well! <br /> <img alt="DeveloperInterview_-CHIKARA_006.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Ftwo-person-studio-creates-robust-character-creation-tool-to-fuel-chikara-action-arcade-wrestling%2FDeveloperInterview_-CHIKARA_006-1600x900-0332116ce79cee3a908e601df1b655464a824edd.jpg" width="auto" /><br /> <strong>Eugene, as <a href="https://ablegamers.org/arcadeprogramming/" target="_blank">someone with cerebral palsy</a>, can you talk about what it’s been like to have a healthy and robust career as a video game programmer?<br /> <br /> Tchoukhrov:</strong> It has been a pretty interesting ride so far and I’m very much enjoying it. I don’t think it has been too different from anyone else’s career in this field, to be honest. Sure, I work around physical hurdles to do what I do best, but at the end of the day, I’m doing it all because I love it; because seeing a bunch of lines of code turn into a suplex on-screen makes me smile, and because seeing other people play and enjoy the game you put countless hours into is an incredible experience. It makes the effort to work around the physical hurdles all worth it.<br /> <br /> <strong>The game features a streamlined two-button control scheme. Can you speak to why you went with this accessible approach and elaborate on how you designed the combat system in general?<br /> <br /> Horn:</strong> The two-button control scheme comes directly out of the arcades. Folks didn’t have the time to learn a complicated system of buttons after they put in their quarters. So, we wanted to capture that and further separate our game from what’s out there currently. We looked at games like Super Smash Bros to see how we can get the most out of it. We were able to lean on the fact that our game is played on a 2D plane. Adding modifiers for the directional buttons/arrows allowed us to expand what we could do.<br /> <br /> <strong>What was the biggest challenge developing the game and how did you overcome it? <br /> <br /> Tchoukhrov: </strong>The fighting/move system. Wrestling games are up there as some of the more difficult games to put together due to the myriad of scenarios that must be accounted for and handled correctly during a match. <br /> <img alt="DeveloperInterview_-CHIKARA_002.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Ftwo-person-studio-creates-robust-character-creation-tool-to-fuel-chikara-action-arcade-wrestling%2FDeveloperInterview_-CHIKARA_002-1920x1080-65823688edc75b7645c7cb5dff1c36f60d7cd423.jpg" width="auto" /><br /> <strong>The studio did a lot of work to create realistic rope and cloth physics for the game, even going as far as creating a plugin on the Unreal Marketplace. Can you shed some light on what this work entailed? <br /> <br /> Tchoukhrov:</strong> To create the realistic rope and cloth physics, countless late nights were spent reading whitepapers with very long physics equations and figuring out the best way to convert them into working code. This was followed by more late nights converting the working simulation code into much faster SIMD code which was “fun…” and then adding multi-threading to the simulation, which was even more “fun.” Early on in the game’s development, [we] rigged up a simulated rope with collisions to test out as the ring ropes and it looked fantastic. We were using static animations until then. This little weekend prototype evolved into what is now a multi-platform soft-body simulation system that can simulate rope, cloth and volume-preserving soft-bodies (this is a recent development that is releasing as a free update soon). This plugin has been used in a number of games, most recently in <em><a href="https://www.deliverusthemoon.com/" target="_blank">Deliver Us The Moon</a></em>. It has been super exciting and humbling to see how other games utilize the plugin.<br /> <br /> <strong>In addition to contributing to the <a href="https://www.unrealengine.com/marketplace" target="_blank">Unreal Marketplace</a>, did the studio leverage anything from it? <br /> <br /> Horn:</strong> The initial cel-shading came from the Marketplace as did several of the particle effects. The Marketplace was great for a small team because it really allowed us to be educated quickly. What we mean is that instead of spending tons of time understanding everything about UE’s particle systems, for instance, we could purchase something that was close to our vision, dissect it, and then use that information to create our own original <a href="https://docs.unrealengine.com/Engine/Rendering/Materials/index.html" target="_blank">Material</a>. <br /> <br /> <strong>Thanks for your time. Where can people learn more about CHIKARA: Action Arcade Wrestling?</strong><br /> <br /> <a href="https://www.actionarcadewrestling.com/" target="_blank">https://www.actionarcadewrestling.com/</a><br /> <a href="https://www.facebook.com/ActionArcadeWrestling" target="_blank">https://www.facebook.com/ActionArcadeWrestling</a><br /> <a href="https://twitter.com/ChikaraAAW" target="_blank">https://twitter.com/ChikaraAAW</a><br />  GamesArtBlueprintsCommunityDesignMarketplaceCHIKARA: Action Arcade WrestlingVICO Game StudiosJimmy ThangFri, 27 Dec 2019 17:00:00 GMTFri, 27 Dec 2019 17:00:00 GMThttps://www.unrealengine.com/developer-interviews/two-person-studio-creates-robust-character-creation-tool-to-fuel-chikara-action-arcade-wrestlingReach your learning goals in 2020 with Unreal Online Learninghttps://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freach-your-learning-goals-in-2020-with-unreal-online-learning%2FNews_UOLDec_blog_thumb-375x275-b3c09a9f82a0bca18f26aa6c6e701310f0ef7d04.jpgReady to build your Unreal Engine skills in the New Year? Get started with one of this month’s new courses on Unreal Online Learning to advance your creative potential and career opportunities.Start 2020 on the right foot by building your proficiency with Unreal Engine. We’ve added some new features and courses to help make your learning experience even more enjoyable and complete. It’s easier than ever to add in-demand skills for <a href="https://www.unrealengine.com/en-US/blog/demand-for-unreal-engine-and-real-time-3d-skills-at-all-time-high" target="_blank">getting a job</a> to your resume.   <h2>Choose from over 40 free online courses</h2> Now you can browse our entire catalog of free video courses and share your favorites with no login required. Check out courses not only for beginners but for more experienced artists, designers, and programmers as well. View the <a href="http://unrealengine.com/onlinelearning-courses" target="_blank">full list of courses</a>.<br /> <img alt="News_UOLDec_blog_body_img.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freach-your-learning-goals-in-2020-with-unreal-online-learning%2FNews_UOLDec_blog_body_img-1640x1000-2d364d353ce173aa29cc1875caff48071ec451ac.jpg" width="auto" /><br /> Once you find a course you’re interested in, <a href="https://www.unrealengine.com/en-US/onlinelearning-courses" target="_blank">log in</a> and start it right away or bookmark it on your dashboard to come back to later. <br /> <img alt="online-cources-blog-body.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freach-your-learning-goals-in-2020-with-unreal-online-learning%2Fonline-cources-blog-body-1600x811-d9af95ffd4f4da759d95d4b92cf938fc17cff90f.png" width="auto" /> <h2>Share your achievements</h2> Earn skill badges that help you keep track of your learning progress and skill development as you complete courses. You can see all of your activity on the Achievements page.<br /> <img alt="Achievements-page.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freach-your-learning-goals-in-2020-with-unreal-online-learning%2FAchievements-page-1600x1007-59d0c777e0f36a5e736b627f5539d429860d50f0.png" width="auto" /><br /> You can also share your well-earned badges on Facebook, Twitter, and LinkedIn. <div style="text-align: center;"><img alt="Facebook.gif" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freach-your-learning-goals-in-2020-with-unreal-online-learning%2FFacebook-5be3964534fa2931d564fe9397033ce6ca119328.gif" width="auto" /></div> To share a badge, visit your Achievements page and click on the social share icon underneath the desired achievement icon. <h2>Looking for inspiration? Check out our newest courses</h2> We regularly add new courses that apply to every industry using real-time technology, from game development to architectural visualization.  <div style="text-align: center;"><img alt="501MasterArt-FB.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Freach-your-learning-goals-in-2020-with-unreal-online-learning%2F501MasterArt-FB-1200x630-a5b8952ac88d5926097d4152dfbe687db5a447f4.jpg" width="auto" /></div> <h2>New courses this month</h2> <h3><a href="https://www.unrealengine.com/en-US/onlinelearning-courses/unreal-engine-editor-fundamentals---editor-introduction" target="_blank">Unreal Engine Editor Fundamentals - Editor Introduction</a></h3> In this course, Epic’s Luis Cataldi helps you gain fundamental knowledge for working with Unreal Engine, understanding the Unreal Editor, and navigating its various panels and settings. <h3><br /> <a href="https://www.unrealengine.com/en-US/onlinelearning-courses/introduction-to-twinmotion" target="_blank">Introduction to Twinmotion</a></h3> Twinmotion is a fast and easy-to-use real-time visualization tool that harnesses Unreal Engine for its rendering power. In this course, author Matt Doyle teaches you how to bring your content into Twinmotion and add interactivity and dynamic elements using built-in tools and assets. <h3><br /> <a href="https://www.unrealengine.com/en-US/onlinelearning-courses/aec-blueprints-by-example" target="_blank">AEC Blueprints by Example</a></h3> Author Joel Bradley teaches essential Blueprint concepts as you create four practical examples for use in your AEC projects, including automatic doors, connected switch lights, material switching, construction scripts, and more. <h3><br /> <a href="https://www.unrealengine.com/en-US/onlinelearning-courses/your-first-hour-in-sequencer" target="_blank">Your First Hour in Sequencer</a></h3> In this course, instructor Paul Kind dives into Sequencer in Unreal Engine, looking at everything from simple translational movements to animations, particle effects, Blueprints, and more.<br /> <br /> <br /> Want to access more Unreal Engine learning videos? View the full Unreal Online Learning course catalog at <a href="https://www.unrealengine.com/en-US/onlinelearning-courses" target="_blank">unrealengine.com/onlinelearning-courses</a>. <br />  Unreal Online LearningLearningThu, 26 Dec 2019 12:30:00 GMTThu, 26 Dec 2019 12:30:00 GMThttps://www.unrealengine.com/blog/reach-your-learning-goals-in-2020-with-unreal-online-learningEpic MegaGrants reaches $13 million milestone in 2019https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fepic-megagrants-reaches-5-million-milestone%2FNews_MegaGrants_Milestone_blog_thumb1-375x275-8e63cd4217a092efbbcd57eaff31d1bbd7cfde93.jpgInitial round of MegaGrant distributes more than $13 million dollars in 2019, officially surpasses the four-year total of the program’s predecessor—Unreal Dev Grants—in eight months.<style type="text/css">div.cms-styles h3 { font-weight: 300 !important; } </style> <div class="cms-styles">We are happy to share that as of today, Epic Games has awarded more than $13 million dollars of financial support to more than 200 recipients as part of the company’s $100 million Epic MegaGrants program. The initial series of funds disbursed marks a record for Epic’s grant commitments, officially surpassing the four-year distributed total of the initiative’s predecessor—Unreal Dev Grants—in eight months.<br /> <br /> “Through Epic MegaGrants we’re supporting developers and tool creators at an unprecedented level, empowering talented teams and individuals to more easily realize their artistic and technical ambitions,” said Marc Petit, General Manager, Unreal Engine, Epic Games.<br /> <br /> Epic MegaGrants typically range from $5,000 to $500,000 and cover a variety of endeavors to further ignite creativity and technological advancement within the 3D graphics community. Earlier this year Epic announced $1.2 million dollars in financial support over a three-year period to the free and open source 3D creation suite Blender, marking the largest singular grant in the initiative’s history.<br /> <br /> Launched in March 2019, Epic MegaGrants is designed to service and assist game developers, enterprise professionals, media and entertainment creators, students, educators, and tool developers doing outstanding work with Unreal Engine or enhancing open-source capabilities for the 3D graphics community.<br /> <br /> Here is a short selection of recipients who have agreed to have their projects showcased, followed by a list of publicly-announced recipients at the bottom:  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/pz614TW-yDc" width="100%"></iframe></div> <h3>INDEPENDENT GAME: <strong>Endling by Herobeat Studios </strong>- <strong><a href="https://herobeatstudios.com/" target="_blank">Website</a> </strong></h3> From Spanish developers Herobeat Studios, Endling is a stylized 3D sidescroller with an environmental message at its core. Playing as one of the last foxes on Earth, explore a ravaged dystopian future and guide your litter to safety as you survive the destruction left behind by humanity. Feed, teach, and care for your three cubs as you search for safety. Endling is set to pounce onto PlayStation 4, Xbox One, and Nintendo Switch soon, but you can add it to your wishlist today on <a href="https://store.steampowered.com/app/898890/Endling/" target="_blank">Steam</a>. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/RpW-q23nzFY" width="100%"></iframe></div> <h3>INDEPENDENT GAME: <strong>Towers by Dreamlit Games</strong> -<strong> <a href="https://www.dreamlit.games/" target="_blank">Website</a></strong> </h3> Dreamlit Games captures imaginations with their visually stunning multiplayer open-world project Towers. Developed by a six-person team over the course of just 12 months, the prototype envisions a vibrant, living environment that invites players to explore, build, and defend together at an epic scale. Follow <a href="https://twitter.com/DreamlitGames" target="_blank">Towers</a> throughout its development to learn more about its rich and responsive world. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/N-KHmQ_40tI" width="100%"></iframe></div> <h3>INDEPENDENT GAME: <strong>Infinitesimals by Cubit Studios </strong>-<strong> <a href="http://www.cubitstudios.com/" target="_blank">Website</a></strong> </h3> Infinitesimals is a third-person sci-fi adventure that plays with perspective, placing you in the (very tiny) boots of an alien species scaled at only fractions of an inch. Marooned in the wilderness of Earth, overcome the wilderness, insects, and other unexpected threats as you search the landscape for valuable resources. Follow the development of Infinitesimals on <a href="https://twitter.com/cubitstudios" target="_blank">Twitter</a>, where Cubit Studios share regular updates. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/SYD1zVUmgAw" width="100%"></iframe></div> <h3>INDEPENDENT GAME: <strong>Omno by StudioInkyFox </strong>-<strong> <a href="https://www.playomno.com/" target="_blank">Website</a> </strong></h3> Created by just a single developer, Omno is an upcoming third-person adventure that invites you to get lost in its varied and atmospheric landscapes. Journey through rolling dunes, ethereal clouds, and lush forests as you solve puzzles in an attempt to uncover the mysteries of a civilization lost to time. What secrets have been forgotten and what friends have you yet to find? Discover the answers to these questions and more in 2020 when Omno arrives on <a href="https://store.steampowered.com/app/969760/Omno/" target="_blank">Steam</a>. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/2sLjZoJGmko" width="100%"></iframe></div> <h3>TOOLS AND OPEN-SOURCE: <strong>Dust3D by Jeremy HU</strong> -<strong> <a href="https://dust3d.org/" target="_blank">Website</a></strong></h3> Dust3D is a free and fully open source 3D modeling application that accelerates pipelines and allows for the creation of assets with texture and rigging automatically generated. It’s very intuitive and features auto UV unwrapping, auto-rigging, PBR Material support, as well as pose and motion authoring. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/N5O-PDad2Ts" width="100%"></iframe></div> <h3>TOOLS AND OPEN SOURCE:<strong> Promethean AI </strong>-<strong> <a href="https://www.prometheanai.com/" target="_blank">Website</a> </strong></h3> Promethean AI aims to redefine how users build, interact with, and express themselves in virtual worlds, all with a click of a button. Semantically aware, Promethean AI is a standalone application, compatible with most modern 3D renderers, that is able to populate entire scenes based on just a few simple inquiries or directives. In combination with robust <a href="https://youtu.be/czV1aIKNn2c" target="_blank">asset management</a> features revealed earlier in 2019, Promethean AI allows creators to do more of what they love; create. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/3zvnwIlSrYI" width="100%"></iframe></div> <h3>ENTERPRISE: <strong>AR Interactive books by ScienceViz Studio</strong> -<strong> <a href="https://www.sciviz-studio.com/" target="_blank">Website</a></strong> </h3> ScienceViz Studio is augmenting the way we communicate science through AR Interactive Books. Using just phones, tablets or ARGlasses visualize and interact with 3D objects, creating scientific illustrations that more easily convey complex concepts. AR Interactive books are a powerful tool that aids researchers and education professionals in bridging the learning gap through immersion.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/h51loHOyMLQ" width="100%"></iframe></div> <h3>TOOLS AND OPEN-SOURCE: <strong>ILIAD by Praxinos</strong> - <strong><a href="https://praxinos.coop/products.php" target="_blank">Website</a></strong> </h3> An acronym for "Intelligent Layered Imaging Architecture for Drawing", ILIAD brings drawing capabilities directly into Unreal Engine, enabling users to edit textures in engine, in real-time. Users can create unique brushes, palettes, layers, as well as a range of other common classic painting tools, all with Blueprints. ILIAD is also compatible with Ink-based tablets and Wacom tablets. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/nPIUWvnU-O8" width="100%"></iframe></div> <h3>EDUCATION: <strong>Charisma VR by The University of Texas at Dallas - Brain Performance Institute</strong> -<strong> <a href="https://brainhealth.utdallas.edu/programs/charisma-social-cognition-training-for-youth/" target="_blank">Website</a> </strong></h3> The University of Texas at Dallas - Brain Performance Institute is making social training accessible through the immersive nature of virtual reality. BPI has developed has created authentic virtual environments where users can interact with clinicians live online and receive dynamic social coaching from the comfort of their own home. Users can experience and prepare for real-life social scenarios by communicating with avatars driven by trained social coaches. <br /> <img alt="megagrants-bodyimg01.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fepic-megagrants-reaches-11-million-milestone-in-2019%2Fmegagrants-bodyimg01-1600x617-7ce0b8aeab422331f21a2ebf54403dd7414c90c1.jpg" width="auto" /> <h3>MEDIA & ENTERTAINMENT:<strong> UE4 Cinematic Animated Shorts Pipeline by e→d films</strong> -<strong> <a href="https://edfilms.net/" target="_blank">Website</a> </strong></h3> Award-winning animation studio e→d films are known for creating thought-provoking, innovative short films that blend expert techniques with modern technology. Master storytellers in their own right, the Montreal-based team has been experimenting with real-time engines for half a decade to produce new forms of beautiful cultural and educational content. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/AekG5EpxSVM" width="100%"></iframe></div> <h3>ENTERPRISE: <strong>Virteasy Dental by HRV Simulation </strong>- <strong><a href="https://www.virteasy.com/" target="_blank">Website</a></strong></h3> Developed in partnership with the University of Sheffield, Virteasy Dental trains students for real-world procedures before patients even sit in the chair. Mixing interactive simulations, powered by Unreal Engine, with the use of a haptic arm, students are able to not only replicate, but simulate through feeling what it feels like to work on teeth. With live educational installations in Spain, China, and Ukraine, Virteasy Dental aims to revolutionize the dental curriculum. <br /> <br /> --<br /> <br /> Here is a full list of Epic MegaGrant recipients that have agreed to be part of this announcement:<br /> <br /> <a href="https://www.youtube.com/channel/UCb7A3-CWHgy5EejbfA9wbmw/featured" target="_blank">Akhil VS - Unrealcg</a><br /> <a href="http://www.afun-interactive.com/" target="_blank">AFun Interactive Inc - Digital K-POP Celebrity "Apoki"</a><br /> <a href="https://agenium.group/en/subsidiary/agenium-it-and-systems" target="_blank">Agenium IT & Systems</a><br /> <a href="https://www.algoryx.se/" target="_blank">Algoryx Simulation AB</a><br /> <a href="https://angrydemonstudio.com/" target="_blank">Angry Demon Studio AB</a> - <a href="https://apsulovgame.com/" target="_blank">Apsulov: End of Gods</a><br /> <a href="https://www.presagis.com/en/" target="_blank">Aperium</a> -<a href="https://www.youtube.com/watch?v=8_1IgdsWcvU" target="_blank"> Kinetic Engine Plugin & Training Demo</a><br /> <a href="https://www.aquiris.com.br/en/" target="_blank">Aquiris Game Studio</a><br /> <a href="https://www.archireality.com/" target="_blank">ArchiReality</a> - <a href="https://youtu.be/foIW5Yx8RAw" target="_blank">Basquiat Art</a><br /> <a href="https://www.archvyz.com/" target="_blank">Archvyz</a><br /> <a href="https://arcturus.studio/" target="_blank">Arcturus Studios</a><br /> <a href="https://youtu.be/RvKxmpr1I80" target="_blank">Arne Lubbers</a><br /> <a href="https://gumroad.com/lincoln_hughes" target="_blank">Art of Lincoln Hughes</a><br /> <a href="https://a-craft.co.jp/" target="_blank">ArtCraft Inc.</a> - <a href="https://www.youtube.com/watch?v=TaM4WLitCMU" target="_blank">Visualization with UE4</a><br /> <a href="http://www.artsmatter.org/" target="_blank">ArtsMatter - ArtsMatter 2030</a><br /> <a href="https://ateliermonolit.com/" target="_blank">Atelier Monolit</a> - <a href="https://www.behance.net/gallery/62498657/The-Beach-House" target="_blank">The Beach House</a><br /> <a href="http://www.aticaforever.com/" target="_blank">ATICA Forever</a><br /> <a href="https://atlasv.io/" target="_blank">Atlas V</a><br /> Beijing Flow Interactive Technology Co., Ltd.<br /> <a href="http://www.belmont.edu/curb/grad/master-audio-engineering/index.html" target="_blank">Belmont University - Establish the Laboratory of Audio for Interactive Media</a><br /> <a href="https://simplemisunderstanding.com/" target="_blank">Ben Glover - Simple Misunderstanding</a><br /> <a href="https://mybionatics.com/" target="_blank">Bionatics</a><br /> <a href="https://www.blender.org/" target="_blank">Blender</a><br /> <a href="https://bluecurse.com/" target="_blank">bluecurse LLC</a> - <a href="https://snacko.land/" target="_blank">Snacko</a><br /> <a href="https://bitey.com/" target="_blank">Brackenwood Games - The Last of the Dashkin 2 (working title)</a><br /> <a href="https://www.brushify.io/" target="_blank">Brushify.io</a><br /> <a href="http://c2gamestudio.com/" target="_blank">C2 Game Studio</a> - <a href="http://c2gamestudio.com/?page_id=96" target="_blank">Project Monolith</a><br /> <a href="https://www.chrisvranos.com/" target="_blank">Chris Vranos</a> - <a href="https://aescripts.com/composite-brush/" target="_blank">Composite Brush</a><br /> <a href="http://www.civilfx.com/" target="_blank">Civil FX | Simulator for Active Distracted Driving (SADD)</a><br /> <a href="https://www.cm-labs.com/" target="_blank">CM Labs Simulations Inc.</a> - <a href="https://www.cm-labs.com/vortex-studio/" target="_blank">Vortex Studio</a><br /> <a href="https://hazelsky.coffeeaddictstudio.com/" target="_blank">Coffee Addict Studio - Hazel Sky</a><br /> <a href="https://youtu.be/3-HVNRi7uKo" target="_blank">Colors Zero</a><br /> <a href="https://aap.cornell.edu/academics/architecture" target="_blank">Cornell University - Virtual Places</a><br /> <a href="http://cubitstudios.com/" target="_blank">Cubit Studios - Infinitesimals</a><br /> <a href="https://darewise.com/" target="_blank">Darewise Entertainment</a><a href="http://playlifebeyond.com" target="_blank"> - Life Beyond</a><br /> <a href="https://dimfroststudio.com/bramble/" target="_blank">Dimfrost Studio - Bramble: The Mountain King</a><br /> <a href="https://atavismonline.com/" target="_blank">Dragonsan Studios - Atavism</a><br /> <a href="https://duality.ai/" target="_blank">Duality Robotics, Inc.</a><br /> <a href="https://edfilms.net/" target="_blank">e→d films - UE4 Cinematic Animated Shorts Pipeline</a><br /> Earnest Pictures - Jeffrey<br /> <a href="https://elseforty.weebly.com/" target="_blank">Else Forty - Spline Plus</a><br /> FIR - Haskell to SPIR-V compiler for shaders<br /> <a href="https://www.felixandpaul.com/?projects/intro" target="_blank">Felix & Paul Studios</a><br /> <a href="https://www.framestore.com/" target="_blank">Framestore</a><br /> <a href="https://gawain.industries/" target="_blank">Gawain Industries - Brigge for Blender</a><br /> <a href="https://www.giantform.com/" target="_blank">Giant Form Entertainment</a><br /> Green Light Go - Psydekick Science Kit<br /> <a href="https://www.hassellstudio.com/" target="_blank">Hassell Studio</a><br /> <a href="http://www.headless.studio/" target="_blank">Headless Studio</a><br /> <a href="https://www.hw.ac.uk/" target="_blank">Heriot-Watt University</a> <br /> <a href="https://herobeatstudios.com/" target="_blank">Herobeat Studios - Endling</a><br /> <a href="http://www.hollowearthinc.com/" target="_blank">Hollow Earth - Wild Knights</a><br /> <a href="https://www.virteasy.com/" target="_blank">HRV Simulation - Virteasy Dental</a><br /> <a href="https://www.htxlabs.com/" target="_blank">HTX Labs - EMPACT</a><br /> <a href="http://www.hypnoticants.com/" target="_blank">Hypnotic Ants Studio - Dreamo</a><br /> <a href="http://www.iggymob.com/" target="_blank">IGGYMOB</a> - <a href="http://www.gungrave.com/" target="_blank">Gungrave Gore</a><br /> <a href="http://afishermanstale-game.com/" target="_blank">Innerspace VF France - A Fisherman’s Tale </a><br /> <a href="https://dust3d.org/" target="_blank">Jeremy HU - Dust3D</a><br /> Joey Campbell - Immersive Wellness<br /> <a href="https://vreue4.com/" target="_blank">Joshua (MordenTral) Statzer - VR Expansion Plugin</a><br /> <a href="http://www.jr-architecture.co.uk" target="_blank">JR Architecture Ltd - Real Time Rendering</a><br /> <a href="https://www.youtube.com/watch?v=GrsSL_Xxo9Y" target="_blank">Kenichi Makaya - Ray Tracing Demos for Architectural Visualization</a><br /> <a href="http://www.lifelikeandbelievable.com/blog/" target="_blank">Lifelike & Believable Animation Design / Animatrik Film Design Co-Production</a><br /> <a href="https://www.line-creative.uk/" target="_blank">Line Creative LTD - VR Training Simulations</a><br /> <a href="http://www.loko.ai/" target="_blank">Loko AI</a><br /> <a href="http://luxmc.com" target="_blank">Lux Machina</a><br /> <a href="https://www.madheadgames.com/" target="_blank">Mad Head Games - Project Glitch</a><br /> Model Haven<br /> <a href="http://www.mofac.com" target="_blank">MOFAC - Realtime Animation Production</a><br /> <a href="https://www.motif.games" target="_blank">Motif Co., Ltd - Uncharted Waters Origin</a><br /> <a href="https://nevercenter.com/" target="_blank">Nevercenter - Milo: Real-Time Renderer With Modeling Tools</a><br /> <a href="https://www.obvioos.com/" target="_blank">OBVIOOS</a> / <a href="https://www.furioos.com/" target="_blank">FURIOOS</a><br /> <a href="http://www.iragame.com/" target="_blank">Ore Creative LLC. - Ira Act 1: Pilgrimage</a><br /> <a href="https://playpanzer.com/" target="_blank">Panzer</a><br /> <a href="http://remoteorbit.com/" target="_blank">Peter Conlin - Remote Orbit </a><br /> Pipeworks Studio - The Night Terrors <br /> <a href="https://steamcommunity.com/sharedfiles/filedetails/?id=880454836" target="_blank">Pippi</a><br /> <a href="http://play4rlab.org/" target="_blank">play4REAL Lab - Freeze!: An XR Videogame Intervention for Risk Reduction in Teens</a><br /> <a href="https://praxinos.coop/" target="_blank">Praxinos - ILIAD</a><br /> <a href="https://www.presagis.com/" target="_blank">Presagis</a><br /> <a href="http://www.rekim.com/" target="_blank">Rekim</a><br /> <a href="https://retroid.com/games/wunderling/" target="_blank">Retroid Interactive - Wunderling</a><br /> <a href="https://www.rit.edu/" target="_blank">Rochester Institute of Technology</a><br /> <a href="https://www.sciviz-studio.com/" target="_blank">ScienceViz Studio - AR interactive books</a><br /> Senscape — ASYLUM<br /> <a href="https://www.sidefx.com/" target="_blank">SideFX - Houdini</a><br /> <a href="https://www.simthetiq.com/" target="_blank">Simthetiq</a><br /> <a href="https://www.skullbotgames.com/" target="_blank">Skullbot Games - Gone Viral</a><br /> <a href="http://rogan.smilegateentertainment.com/" target="_blank">Smilegate Entertainment - ROGAN</a><br /> <a href="http://www.starkgaming.com" target="_blank">Stark Gaming Inc - CastleDay & Vertical Third </a><br /> <a href="https://www.krita.org" target="_blank">Stichting Krita Foundation - Krita</a><br /> <a href="http://www.inkyfox.de/" target="_blank">StudioInkyFox</a> - <a href="https://www.playomno.com/" target="_blank">Omno</a><br /> Studio Red & Black LLC (dba Othereal)<br /> <a href="https://www.tensorflow.org/" target="_blank">Synthetic Insights ltd - Tensorflow Plugin</a><br /> Takayuki Kondo <br /> <a href="https://nocras.wixsite.com/tasomachi" target="_blank">Tasomachi</a><br /> <a href="https://www.henson.com/" target="_blank">The Jim Henson Company</a><br /> <a href="https://www.unrealengine.com/marketplace/en-US/product/ladybug-tracker-mantis-integration" target="_blank">Tomasz Klin - LadyBug Tracker</a><br /> <a href="https://remap.ucla.edu/" target="_blank">The Center for Research in Engineering, Media and Performance (REMAP)</a><br /> <a href="https://www.youtube.com/user/DevinLevelDesign" target="_blank">TheLifeofJevins</a><br /> <a href="https://brainhealth.utdallas.edu/programs/charisma-social-cognition-training-for-youth/" target="_blank">The University of Texas at Dallas - Brain Performance Institute - Charisma VR</a><br /> <a href="http://www.thoughtfish.de/" target="_blank">Thoughtfish - COALA</a><br /> <a href="http://remap.ucla.edu/" target="_blank">UCLA REMAP / School of Theater, Film and Television - THE MAN IN THE HIGH CASTLE - XR+Immersive Theater Adaptation</a><br /> <a href="http://www.ultizerogames.com/enindex.html" target="_blank">UltizeroGames - Lost Soul Aside</a><br /> <a href="https://www.uniqueplacestosave.org/" target="_blank">Unique Places to Save - The Hickory Project</a><br /> <a href="https://unrealcontainers.com/" target="_blank">Unreal Containers community hub</a><br /> <a href="http://www.utplus.co.kr/" target="_blank">UTPlus Interactive Inc. - Project R</a><br /> <a href="http://vanishingpoint.xyz/" target="_blank">Vanishing Point North Ltd. - Vector</a><br /> <a href="https://twitter.com/LightTracer2" target="_blank">Void Dimensions Information Technologies - Light Tracer 2</a><br /> <a href="https://wevr.com/" target="_blank">WEVR</a><br /> <a href="https://winter-crown-works.com/" target="_blank">WinterCrownWORKS</a><br /> Wolfgang Hohl - Game-based Learning | Educational Research Papers<br /> <a href="https://www.yashinski.com/" target="_blank">Yashinski Studio - Visual Effects & Design</a> - <a href="https://www.dividedmoon.com/" target="_blank">Divided Moon</a><br /> <br /> --<br /> <br /> Join the conversation on social at <a href="http://twitter.com/unrealengine" target="_blank">@UnrealEngine</a> and <a href="https://twitter.com/search?q=%23epicmegagrants" target="_blank">#EpicMegaGrants</a>. <br /> <br /> For more information about Epic MegaGrants, visit <a href="https://www.unrealengine.com/en-US/megagrants" target="_blank">unrealengine.com/megagrants</a>.<br /> <br />  </div> Epic MegaGrantsNewsGamesTraining & SimulationMon, 23 Dec 2019 13:30:00 GMTMon, 23 Dec 2019 13:30:00 GMThttps://www.unrealengine.com/blog/epic-megagrants-reaches-13-million-milestone-in-2019How Epic is integrating Niagara into Fortnitehttps://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fhow-epic-is-integrating-niagara-into-fortnite%2FTech_Blog_Niagara_THUMB_ALT-375x275-953e0ebcc15c963208daa69074f75e321ce9eabd.jpgLead FX Artist Scott Kennedy explains how Epic Games leveraged new VFX system Niagara to improve Fortnite.<p>Hi, I’m Scott Kennedy, the lead FX artist on the Fortnite development team. At Epic, we like to “dog food” our own tools, and we’re doing just that with <a href="https://docs.unrealengine.com/en-US/Engine/Niagara/index.html" target="_blank">Niagara</a> using <a href="https://www.epicgames.com/fortnite/chapter2" target="_blank">Fortnite</a> as our sandbox. For those unfamiliar, Niagara is the new Early Access particle tool that we’re actively working on to replace the aging <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/ParticleSystems/Cascade/index.html" target="_blank">Cascade</a> editor. While we’re not recommending developers switch to Niagara for development at this time, we’re working to make it a far more flexible and data-driven toolset that is much more freeing compared to Cascade. <br /> <br /> With Fortnite Chapter 2’s emphasis on water, we added a whole new way to traverse the map as well as a visual change to the landscape. With these goals in mind, we decided to push a brand new water system. When we started building this new tech, we saw a perfect opportunity to use Niagara. We could think of no better way to harden our tool than to throw it at millions of players across mobile all the way up to high-end PCs. This blog entry discusses what we’ve learned integrating Niagara into our existing pipeline. My hope is that some of the trials and tribulations that our team went through can serve as lessons and provide a good starting place for other developers hoping to use the new particle tool.</p> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/3KgmY5NrEzU" width="100%"></iframe></div> <h2>What we learned</h2> Niagara is full of great features that were simply not possible in Cascade, like Emitter inheritance(more on this later) and a programabile workflow, but as the saying goes, “with great power comes great responsibility.” It became apparent that organization is paramount to a smooth Niagara pipeline. Niagara generates a lot more assets than Cascade does so having proper naming conventions, file structure, and working guidelines is a necessity in my opinion. Here is an example of the naming conventions we landed on:<br /> <br /> Niagara Systems: NS_SystemExample<br /> Niagara Emitters: FN_EmitterExample<br /> Niagara Modules: FN_ModuleExample<br /> Niagara Dynamic Inputs: FN_DynamicInputExample<br /> <br /> You may be wondering why we landed on FN_ for multiple asset types. This helps our artists know what are Fortnite-approved assets when searching within the tool. It provides an easier at-a-glance understanding when looking at a list of assets. Since you are largely adding these assets from menus within the tool and not dragging from the <a href="https://docs.unrealengine.com/en-US/Engine/Content/Browser/index.html" target="_blank">Content Browser</a>, we didn’t need to add redundant prefixes to differentiate Emitters from modules, for example. <br /> <img alt="Tech-Blog_NiagaraBlog_Adding-Emitters.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fhow-epic-integrated-niagara-into-fortnite%2FTech-Blog_NiagaraBlog_Adding-Emitters-2589x1301-e3c1760805d09e4c10cd1830d926a9a4cb968121.png" width="auto" /><br /> Another procedure we implemented was to have a gatekeeper for generating new Emitters and modules. In our case, Andrew Melnychuk is our FX Technical Artist who is dedicated to support the FX team with module creation and highly complex math problems. He’s also the general facilitator for Niagara on the Fortnite team. By having one person on the team be the only one creating new Emitters or guiding other artists with building their own new Emitters, we can, in theory, keep asset bloat down and reduce duplicate work across multiple Emitters and modules. This has also given someone the head space to try and build foundational Emitters to support the types of FX we create on Fortnite all the time (Think Master Materials). Having this dedicated role has also dramatically reduced our reliance on engineers to create new features.<br /> <br /> Niagara supports inheritance in multiple ways. One way to do this is to make children of Emitters much like <a href="https://docs.unrealengine.com/en-us/Engine/Blueprints" target="_blank">Blueprints</a> or <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/index.html" target="_blank">Materials</a>. This is a wonderful feature that saved us some painful refactor work and time during Chapter 2’s development. Let’s say you wanted to create a new scale-by-distance module on all your weapon effects. You can add it to the parents and all the children get it instantly. Niagara is incredibly flexible in that artists can now create default Emitters for the rest of the team to share. In exploring how we would set up our Emitter structure, two schools of thought emerged. One: build only a few broad and generic Emitters and have the FX team use those few starting points much like you would in Cascade. Two: build very specific Emitters that support specific asset types in the game like gun_sparks and gun_smoke. Using a broad and generic approach keeps asset bloat down but requires artists, in theory, to start from scratch every time they are building a new effect. Conversely, going with our second train of thought of creating very specific emitters can jump start artists by adding very specific and art-directed emitters, but this generates a large amount of files, can reduce creativity, and reduces the benefits of inheritance. Our team landed on a hybrid solution. For example, weapon FX use a very directed Emitter set specific to building weapon FX that allow us to quickly build new guns and an Emitter set for building Skydive Trails that have not only improved our workflow but allowed us to work faster. We also have a set of generic Emitters that are render specific FN_Mesh, FN_Sprite, and FN_Ribbon. These generic Emitters allow you to work much in the way you would in Cascade when you add a new Emitter. As we continue to use Niagara, I’m sure we will find more opportunities to create better parent Emitters.<br /> <img alt="Fortnite-Emitter-Structure-Example-V2.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fhow-epic-is-integrating-niagara-into-fortnite%2FFortnite-Emitter-Structure-Example-V2-3119x720-51ab37d1e4e5d51d3ce7315b57d18047f61ba956.png" width="auto" /> <h2>What went right and what were our wins</h2> Swimming! We introduced an entirely new mobility mechanic in Fortnite and all of the supporting FX for that system were built in Niagara. This is a huge win! With the cadence of Fortnite’s development, playing it safe, especially on a brand new feature and brand new tech, might be the obvious choice, but it wasn’t for us. We dove into this initiative head first and from the get-go decided to use Niagara with no fallback on Cascade. This initially was a challenge since the tool is still being actively worked on, which slowed us down at times. Having to do the swimming in Niagara exposed a gamut of bugs and missing functionality that helped harden the tool and get it closer to leaving Early Access. By using Fortnite as a forcing function, it greatly benefited the tool as well as gave us more options than doing FX in Cascade. For instance, our new water shaders were vastly more powerful since Niagara ups the limits of dynamic parameters from four to 20. <br /> <img alt="Tech-Blog_NiagaraBlog_Swimming.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fhow-epic-integrated-niagara-into-fortnite%2FTech-Blog_NiagaraBlog_Swimming-1920x1080-37493198d521b6f51d7403664494c508b0dc9eca.png" width="auto" /><br /> <img alt="Tech-Blog_NiagaraBlog_Fishing.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fhow-epic-integrated-niagara-into-fortnite%2FTech-Blog_NiagaraBlog_Fishing-1920x1080-a494a922a1e65b745fe264641bcf32615df99f91.png" width="auto" /><br /> Another win for us was Fortnite’s new vehicle, the Motorboat. Since we were creating all the swimming water visuals in Niagara, we decided to build the boat using Niagara as well. Vehicles are quite complex with lots of variables driving FX with things like speed, health, and boosting, and the boat had to work with our water system on top of that. Niagara was perfectly suited for this. We would take data in and instead of solely relying on game code or Blueprints code to control things like spawning behavior, we were able to do more within the tool. The boat, for instance, had a custom Emitter and modules built that read the angle and speed when the boat was in water and only spawned splashes on the side touching the water. This type of spawning behavior simply isn’t possible with Cascade without the support of Blueprints or code.<br /> <img alt="Tech-Blog_NiagaraBlogTitle_03.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fhow-epic-integrated-niagara-into-fortnite%2FTech-Blog_NiagaraBlogTitle_03-1920x1080-3be128496f78c6b99aeca099464ab33033600cd1.png" width="auto" /><br /> Water wasn’t the only thing that shined in Fornite Chapter 2. In the months leading up to the start of Chapter 2’s development, we had started an early roll out of Niagara in Fortnite. One of the first things we tried was porting an existing Skydive Trail from Cascade to Niagara. For Chapter 2, we decided to create our first brand new Skydive Trail solely with Niagara and tried to do some stuff that could only be done with the new particle tool. For context, Skydive Trails in Fortnite functionally are just Cascade systems attached to the player during the beginning drop portion of the game. They are spawned in code and the FX team has no access to Blueprints to do anything that Cascade can’t do out of the box. With Niagara, we came up with our first Skydive trail that was going to react to the players’ inputs but all within the new VFX system. What we came up with was the Spectrum skydive trail. This system is using data and attributes like player speed and angles to change colors, pan textures faster, and drive values in Dynamic Parameters in the Material to reveal more texture in the alpha mask. This was our first simple test and from here on out, we’re using Niagara exclusively on all future Skydive Trails. The new Niagara Skydive trails are already a step up from any that we’ve done in the past.<br /> <img alt="Spectrum_Trail_Dive.gif" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fhow-epic-is-integrating-niagara-into-fortnite%2FSpectrum_Trail_Dive-cc63151723c6f154f5c89458aacd03926e3aa175.gif" width="auto" /><br /> Another thing that went really well in Chapter 2’s development was having a new system view that loosely resembles the same view in Cascade. One of Cascade’s strengths was a very understandable at-a-glance view of how a particle system is built. There is a common language that all FX artists using Unreal know, which allows the sharing of assets and facilitates working on larger teams easier. Until now, Niagara was missing this at-a-glance view. We’ve also reached Cascade parity across the modules that are provided in the Niagara plug-in, further speeding up onboarding for new comers to Niagara. The new system view has greatly sped up working in Niagara as there is now far less scrolling through the stack view. You simply click on the module you want to focus on instead of endlessly scrolling through an entire Emitter stack. We now have the best of both worlds. This includes Cascade’s rapid development and easier-to-understand workflow coupled with a full attribute/data-driven particle editor with full graph view if needed.<br /> <img alt="SystemViewExample.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Ftech-blog%2Fhow-epic-is-integrating-niagara-into-fortnite%2FSystemViewExample-1600x829-9d57cc0881b33912f6e6bd3b7ba99b63dece877a.png" width="auto" /> <h2>Early experiments and challenges</h2> Early experiments lead to an exciting and completely procedural approach to modeling water interactions. By modeling the intersection between an analytical representation of the character&#39;s limbs and the water’s surface, we were able to dynamically choose how many splashes to spawn, at what speed they should travel, and where they should be placed. Unfortunately, this didn’t make it in on time for Chapter 2 but we look forward to seeing where it goes in the future!<br /> <br /> When we first began to adopt Niagara and we began porting existing assets, we made a bit of a mess with our new Emitters and modules. By experimenting and trying to work this brand new tool into a very complex and active pipeline, we ended up with a lot of work that was unused or needed to be redone. While the exploratory early days were extremely useful in informing how we move forward, we incurred tech debt and had to go back multiple times through to clean house on old Emitters and modules that were no longer needed in the project. What ended up happening was, as new artists rolled onto Niagara, it was unclear which Emitters to use, so we ended up with unsupported Emitters, or people would create new ones when they didn’t need to. This can be a common problem with the Material pipeline as well. When a project is lacking clear organization and proper naming conventions, it’s easier to just create a new Material from scratch with the functionality you want instead of digging through the Content Browser to try and figure out what Master Material to use. Working through this is what lead to having one person on the team act as the Emitter gate keeper. By funneling through Andrew and myself, we were able to make more meaningful Emitter choices and spread the pipeline process to the team as they switched to the tool, which reduced our tech debt moving forward.<br />   <h2>What we see in the future for Niagara and Fortnite</h2> Looking into the future, I hope to find more ways to push Niagara beyond what was previously possible with Cascade. Even though our initial procedural tests didn’t ship in Fortnite, they show that with more development time coupled with the fact that hardware is getting faster, fully emergent and dynamic interactions within the world are possible. One thing that we’re always striving for on the Fortnite FX team is having FX feel like they are integrated and touching the world, and not just composited on top.<br /> <br /> One of the obvious problems with working in a tool that hasn’t been out of Early Access has been the sheer amount of bugs and workflow issues we ran into. But at Epic, this is the only way we can ensure the tools we are building are world class and meaningful additions to Unreal Engine. We have generated a long list of quality-of-life requests and as these get tackled, workflows will be faster, better, and surpass what many have become accustomed to with Cascade.<br /> <br /> The power and flexibility of Niagara will mean we are less reliant on engineers to build features and frees us to try things we didn’t even think were possible before. Niagara is the future of FX in Unreal and by using the tool in Fortnite, it ensures it will not only be stable, faster, and flexible, but easier to use with a sped-up workflow for all Unreal developers. Cheers, and I can’t wait to see what amazing things get built in Niagara moving forward.<br />  GamesBlueprintsNiagaraDesignEducationFeaturesProduct DesignScott KennedyFri, 20 Dec 2019 20:30:00 GMTFri, 20 Dec 2019 20:30:00 GMThttps://www.unrealengine.com/tech-blog/how-epic-is-integrating-niagara-into-fortniteNew Archviz Interior Rendering sample project now available!https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fnew-archviz-interior-rendering-sample-project-now-available%2FNews_Archviz_blog_thumb-375x275-14e2bd1a5987d1aeabf9405a94e82daa7826f80b.jpgExplore, learn, and reuse techniques for the highest-quality interior rendering with our new sample project. Set in a small apartment, this sample demonstrates how to create convincing effects using real-time ray tracing that show off your designs to their best advantage.You’ve probably already seen the level of photorealism that’s possible for archviz imagery and experiences using Unreal Engine, but perhaps you’re not sure exactly how to go about recreating these effects, and optimizing them for real time, in your own work. <br /> <br /> With our new Archviz Interior Rendering sample project, you can explore a small apartment scene that’s already been set up to give the best results for a variety of scenarios, so you can learn the techniques for yourself and even reuse elements in your own work. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/ky2oJd3cBes" width="100%"></iframe></div> You’ll see how to create dynamic soft shadows from area lights, which capture fine details and mimic real shadows that become softer as the distance from the casting object increases. <br /> <img alt="News_Archviz_blog_body_img4.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fnew-archviz-interior-rendering-sample-project-now-available%2FNews_Archviz_blog_body_img4-1640x1000-f5a5bfce43f48472ccbd3c5464f887d87a358a14.jpg" width="auto" /><br /> You’ll find out how ray-traced reflections lend credibility by including off-screen elements, and by creating interreflections between surfaces like polished concrete floors, or elements made of glass or metal.<br /> <img alt="News_Archviz_blog_body_img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fnew-archviz-interior-rendering-sample-project-now-available%2FNews_Archviz_blog_body_img2-1640x1000-a1138e61514058688834082ed892acaef0ac0210.jpg" width="auto" /><br /> Best of all, you’ll find out how much easier ray tracing makes your life, by enabling sophisticated effects simply by turning on a setting or two—without the need for time-consuming and difficult workarounds.<br /> <br /> You can find out more about what real-time ray tracing can bring to your architectural visualization projects in this <a href="https://www.unrealengine.com/en-US/tech-blog/real-time-ray-tracing-in-unreal-engine---part-2-architectural-visualization" target="_blank">blog post</a>.<br /> <br /> The sample and <a href="https://docs.unrealengine.com/en-US/Resources/Showcases/ArchVisInterior/index.html" target="_blank">accompanying documentation</a> will guide you through best practices, asset and material workflows, optimizations, and other techniques—including how to make camera cuts, and how to trigger animations—that you can start to use in your own projects. <br /> <br /> To use ray tracing features in Unreal Engine, you’ll need a high-end desktop system equipped with a ray-tracing-capable graphics card. Check the <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/RayTracing/index.html#enablingraytracinginyourproject" target="_blank">documentation</a> for currently supported systems. You’ll also want to make sure you have the latest version of Unreal Engine.<br /> <br /> We’d like to give a huge thank you to Pasquale Scionti of <a href="http://www.sciontidesign.com" target="_blank">www.sciontidesign.com</a> for leading the design work on this scene and creating its lovely mood and ambiance. Pasquale has been an avid user of our ray tracing implementation since the earliest releases, helping to push its development along the way. You can see more of his amazing work with Unreal Engine on a <a href="https://www.sciontidesign.com/unrealarchviz" target="_blank">special section of his website</a>.<br /> <br /> <br /> The Archviz Interior Rendering sample project is available from the Learn tab of your Epic Games launcher. Check it out today. <br />  ArchitectureCommunityLearningRay TracingThu, 19 Dec 2019 17:30:00 GMTThu, 19 Dec 2019 17:30:00 GMThttps://www.unrealengine.com/blog/new-archviz-interior-rendering-sample-project-now-availableSurvios shares valuable VR tips through the development of Westworld Awakeninghttps://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fsurvios-shares-valuable-vr-tips-through-the-development-of-westworld-awakening%2FDeveloperInterview_Westworld_THUMB_ALT-375x275-f043ad6a2a1d784f6e99b62a788b9201bb39807c.jpgSurvios explains how they were able to achieve Westworld Awakening’s high fidelity visuals while optimizing performance for VR. Having released standout titles like <a href="https://survios.com/rawdata/" target="_blank">Raw Data</a>, <a href="https://survios.com/sprintvector/" target="_blank">Sprint Vector</a>, and <a href="https://survios.com/creed/" target="_blank">Creed: Rise to Glory</a>, <a href="https://survios.com/" target="_blank">Survios</a> has been a leading developer and pioneer in the VR space. With <a href="https://www.hbo.com/westworld/westworld-awakening-virtual-reality" target="_blank">Westworld Awakening</a>, a core team consisting of roughly a dozen developers from the Los Angeles-based studio once again hit it out of the park. Based on the critically-acclaimed HBO show, Westworld Awakening has you taking control of an Android “host” who begins to show signs of free will. Not only does this premise fit well within the narrative of the lore, but it makes for a compelling VR journey.<br />  <br /> In the game, you’re a defenseless victim who has to outrun a deranged android killer. In our interview, Survios Lead Producer Michael Patrick Clark, Lead Technical Artist Kevin Andersen, and Project Lead and Lead Engineer Daniel Zeligman talk about how they were able to come up with Westworld Awakening’s fear-inducing gameplay loop. With the game being arguably the best looking VR title on the market, the trio also talk about how they created the game’s stellar lighting, shading, and particle effects. Westworld Awakening also pushes the boundaries for character models and <a href="https://docs.unrealengine.com/en-US/Resources/Showcases/DigitalHumans/index.html" target="_blank">digital human</a> faces in a VR game, and the developers expound on how they were able to get them to look and perform with the utmost realism. <br />  <br /> Despite the high fidelity graphics, however, the game runs well. The developers also explain how they optimized their experience for VR’s more limited constraints and talk about how they made a truly interactive world that’s tailor made for the burgeoning medium.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/ItRY962U2d0" width="100%"></iframe></div> <strong>Survios was secretive with the development of Westworld Awakening, and its launch surprised a lot of people, especially considering how <a href="https://store.steampowered.com/app/1133320/Westworld_Awakening/#app_reviews_hash" target="_blank">well</a> the game has been received by players. Can you talk about how Survios’ relationship with HBO and the Westworld franchise began and discuss how involved they were with the project? <br />  <br /> Lead Producer Michael Patrick Clark:</strong> HBO Interactive has had a long interest in virtual reality, and had previously tested the waters with Westworld and VR in Westworld: A Delos Destination. They wanted to advance storytelling in VR and sought out Survios based upon our pedigree of VR innovation.<br />  <br /> HBO brought a tremendous love for the art and craft of storytelling to the partnership, and our two teams built a writer’s room together on-site at Survios. After a short time working together, both groups realized that we were really onto something special, and together we expanded our initial experiments, making Westworld Awakening everything that it is. That, in combination with the creative involvement of Westworld creators and producers at Kilter Films, helped us craft not just a short experience but a full narrative that sheds new light on the mysteries of Westworld and the Delos Corporation.<br />  <br /> <strong>Being an android host within the Westworld universe who begins to break free and gain agency only to repeatedly die in an almost Groundhog-Day type scenario seems like the perfect narrative fit for a VR game. How was the premise for the game established?</strong> <div style="text-align: center;"><img alt="Developer-Interview_Westworld-Awakening-1280-05.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fsurvios-shares-valuable-vr-tips-through-the-development-of-westworld-awakening%2FDeveloper-Interview_Westworld-Awakening-1280-05-1280x720-90f727755bb8d6eee6edd6758a64c19f245f0ff0.jpg" width="auto" /></div> <strong>Clark:</strong> From the beginning, we knew that we had to focus on telling a story that could only be told in the universe of Westworld. We started with some immediate goals. We knew we were going to take place during the second season, and that we wanted to expand the world by viewing it through a new set of characters. Our Narrative Director Bennett Jobling and Senior Writer Hillary Benefiel pitched several ideas, and we challenged and refined them until we finally concluded that this was the strongest, most interesting story that could be told. When we started seeing how powerful player reactions were to the beginning of the story, we knew we had something special.<br />  <br /> <strong>Considering you play as a helpless victim throughout the game with no means of stopping a deranged stalker that&#39;s out to get you, the game expertly blends horror, adventure, and story-telling moments together while elegantly weaving it into the larger context of the show. How did Survios come up with and execute on Westworld Awakening’s gameplay loop?<br />  <br /> Clark: </strong>Survios is an independent studio making multiple games; in fact, our pirate game <a href="https://survios.com/battlewake/" target="_blank">Battlewake</a> launched just three weeks after Westworld Awakening. We operate with fairly small core teams, augmented by multi-project team members that move from project to project as needed to quickly scale during production once an element has been proven through iteration and testing.<br />  <br /> With these smaller teams and a collaborative environment, it’s vital that we have an excellent team, as we put tremendous faith in them to operate without a lot of handholding. With this trusted team and open communication, we’re able to quickly iterate and hone in on the best experiences by removing a lot of the bureaucracy that can come with large teams.<br />  <br /> Ultimately the most important part of maintaining that cohesive, expert blend is reviews and testing, [and] quickly bringing the collaborators together and proving things out.<br />  <br /> <strong>Westworld Awakening features top-tier lighting, shading, and particle effects, which make it arguably the best-looking VR game on the market. How did you incorporate these visual effects?</strong> <div style="text-align: center;"><img alt="Developer-Interview_Westworld-Awakening-1280-02.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fsurvios-shares-valuable-vr-tips-through-the-development-of-westworld-awakening%2FDeveloper-Interview_Westworld-Awakening-1280-02-1280x720-01b91b19d19d34781ec4170eb9b1f25f66742450.jpg" width="auto" /></div> <strong>Lead Technical Artist Kevin Andersen: </strong>We edited the <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/Lightmass/index.html" target="_blank">lightmass</a> settings with DefaultLightmass.ini to ramp up the fidelity of our baked lighting, and made liberal use of <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/EmissiveGlow/index.html" target="_blank">emissives</a>. <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/VolumetricFog/index.html" target="_blank">Volumetric fog</a> is used basically everywhere, relying almost entirely on the static <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/VolumetricLightmaps/index.html" target="_blank">volumetric lightmaps</a> for shape and color. The custom depth pass was used to mask out the specular response on the floor to ground darker objects with a fake reflection underneath them. Small objects, for which a high-resolution lightmap would be wasted, were set to use the volumetric lightmap instead, while still casting a static shadow on their environment; a compromise that spared us a lot of baking time and lighting seams. <div style="text-align: center;"><img alt="Developer-Interview_Westworld-Awakening-1280-07.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fsurvios-shares-valuable-vr-tips-through-the-development-of-westworld-awakening%2FDeveloper-Interview_Westworld-Awakening-1280-07-600x337-51166872d3715d2fef511f270e0e834bd87beade.jpg" width="auto" /></div> <strong>The game features an extremely detailed world with numerous interactable VR objects. How did you approach designing the environments in Westworld Awakening?<br />  <br /> Clark: </strong>Environments are quickly blocked out by designers, tested for pacing and gameplay, and then our environment team takes a room to final quality art. Certain common props are turned into interactive pickup objects like bottles and the obligatory cowboy hat to introduce the idea that the player can and should interact with the environment. This isn’t a terribly unique process, but it is important.<br /> <br /> But after that, we do something fairly unique: our narrative designer comes in and does additional set dressing, giving every room a unique narrative with additional propping. When these rooms have a narrative, then we write and place interactive narrative elements like newspapers, memos, e-mails, and notes. And because we’ve trained the player to interact with so many objects, it feels very natural and non-invasive to pick up and interact with a narrative object.<br />  <br /> <strong>The game features best-in-class character models and faces. How did you get them to look so lifelike in VR? </strong> <div><img alt="Developer-Interview_Westworld-Awakening-1280-01.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fsurvios-shares-valuable-vr-tips-through-the-development-of-westworld-awakening%2FDeveloper-Interview_Westworld-Awakening-1280-01-1280x720-3d395ddbfc50750fb3d45b56429a4b44dec55a12.jpg" width="auto" /><strong> </strong><br /> <strong>Andersen: </strong>We use the <a href="https://docs.unrealengine.com/en-US/Engine/Performance/ForwardRenderer/index.html" target="_blank">forward renderer</a> for its superior baseline performance and ability to use MSAA. It lacks a few of the features that make the deferred renderer UE’s flagship, so we made a few bits of tech ourselves, to achieve the level of realism that HBO wanted. For realistic skin in forward-lighting, we developed a lightwrap <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/Subsurface_Scattering/index.html" target="_blank">SSS</a> shader, which we first used on <a href="https://survios.com/creed/" target="_blank">Creed: Rise to Glory</a>, and then further refined for use on head-scans in Westworld Awakening. </div> <div style="text-align: center;"><img alt="Developer-Interview_Westworld-Awakening_lightwrapsss.gif" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fsurvios-shares-valuable-vr-tips-through-the-development-of-westworld-awakening%2FDeveloper-Interview_Westworld-Awakening_lightwrapsss-5398e579eddc654434fab6e99992b19809a332c4.gif" width="auto" /></div> Lacking contact shadows, the eyes would have required too much shadow-map resolution to look right, so shading on the eyes was an animated lobe of fake shadow that used <a href="https://docs.unrealengine.com/en-US/Engine/Blueprints/index.html" target="_blank">Blueprints</a> logic to keep itself oriented to the head and eyelids. Unreal’s awesome <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/CurveAtlasesInMaterials/index.html" target="_blank">Material curve</a> feature allowed that fake shadow to also accurately follow a character’s blinking and squinting by simply reading the animation curve from within the eyeball <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/index.html" target="_blank">Material</a>. That same feature allowed the <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/AmbientOcclusion/index.html" target="_blank">ambient occlusion</a> inside the mouth to darken and lighten with the character’s speaking animation. Since we are dependent on static lighting that does not self-shadow on dynamic objects (like characters), the mouth being an animated cavity caused it to always be either too bright or too dark, which hurts realism when the character is talking. The rigging artist added a function to the character rig that just tracked the distance between the upper and lower lip as the character is speaking and output an animation curve with that information. Playing that animation back allowed the Material to lighten and darken the mouth realistically to avoid distracting light-leaking, as seen below. <div style="text-align: center;"><img alt="Developer-Interview_Westworld-Awakening_animatedmouthAO.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fsurvios-shares-valuable-vr-tips-through-the-development-of-westworld-awakening%2FDeveloper-Interview_Westworld-Awakening_animatedmouthAO-551x742-2e4240c056b7e85d5f43f1966a2ca42f3f5eab1d.png" width="auto" /> </div> The final touch was the addition of <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/BentNormalMaps/index.html" target="_blank">bent-normal maps</a>. Bent normal maps are fantastic for eliminating light leaking around a character’s eyelids, nostrils, ears, and mouth. They provide directional occlusion, ensuring that, along with a regular ambient occlusion map, static lighting gets a higher degree of self-shadowing. In the image below, you can see the nose, mouth, and ears benefit the most from this feature.  <div style="text-align: center;"><img alt="Developer-Interview_Westworld-Awakening_bentnormaltobias.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fsurvios-shares-valuable-vr-tips-through-the-development-of-westworld-awakening%2FDeveloper-Interview_Westworld-Awakening_bentnormaltobias-745x527-b1f23b93df828c601c80051c44ca20d63f49986c.png" width="auto" /> </div> <strong>In conjunction with the impressive character models, Westworld Awakening features top-tier voice acting and motion capture. How did you incorporate these amazing performances into the game?<br />  <br /> Clark:</strong> It starts with crafting the right performances. As this was our first foray into high fidelity performance capture, we relied heavily on incredible partners. Our Voice Over and Motion Capture Director Kris Zimmerman Salter was a tremendous asset, helping us cast and capture some amazing performances from a slate of fantastic actors and actresses. We worked with partners at <a href="https://snapperstech.com/" target="_blank">Snappers Systems</a> and <a href="https://www.3lateral.com/" target="_blank">3Lateral</a> to develop our lifelike facial rigs, and our partner <a href="https://cubicmotion.com/" target="_blank">Cubic Motion</a> worked with us to transform our performance capture data to in-game scenes.<br /> <br /> For both pre-production stub-outs as well as for late pickups, we have our own <a href="https://www.xsens.com/" target="_blank">Xsens</a> mocap suit and <a href="https://www.facewaretech.com/" target="_blank">Facewear Technologies</a> HMC system that we used in-studio to ensure quick data capture and turnarounds with our internal animation team.<br />  <br /> After we have some fantastic performance motion and voice, it’s up to our character and technical teams to ensure that we have appropriate Materials, blend shapes, animated normal maps, etc. that ensure our characters are capable of fully expressing the emotion that our actors and animators have worked into every element within <a href="https://docs.unrealengine.com/en-US/Engine/Sequencer/Overview/index.html" target="_blank">Sequencer</a>.<br />  <br /> <strong>Westworld Awakening not only looks great but runs well, too. How did you optimize the game to run so well in VR?<br />  <br /> Project Lead and Lead Engineer Daniel Zeligman:</strong> We had all of our talented artists and designers just drop all their assets in each level and said… ship it! <br />  <br /> In reality, after shipping multiple VR games across all platforms, we knew going in we needed to establish firm budgets and benchmarks for all disciplines as early as possible. For example, we established our character vertex and Material count limits, our texture resolution and overall memory budgets, and our general limits on game simulation during pre-production. <br />  <br /> However, having budgets is not enough to keep things running smooth. You have to continually monitor and adhere to them. For every significant milestone, the engineering and technical art team took major passes evaluating where we were “bound” in a given level’s section. We made heavy use of the Unreal’s <a href="https://docs.unrealengine.com/en-US/Engine/Performance/Profiler/index.html" target="_blank">profiling tools</a> to identify threading stalls during asset streaming, and the general state of the game, render, and GPU threads. As an atmospheric, narrative-driven game, we were typically always bound either by overdraw, draw calls, or vertex count. <br />  <br /> Our technical artists did amazing work developing our glass Materials to maintain the look and feel of the Delos lab, while limiting the impact to overdraw on a forward renderer. Our environment artists used <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/MaterialInstances/index.html" target="_blank">instancing</a>, <a href="https://docs.unrealengine.com/en-US/Engine/Actors/Merging/index.html" target="_blank">merging</a>, and atlasing across the entire game to reduce our draw calls and vert count. Lastly, we relied on precomputed visibility volumes, culling volumes, and custom gameplay driven actor visibility volumes to get us over the finish line.<br />  <br /> <strong>Andersen:</strong> On the GPU side, we made sure to strictly limit the number of overlapping dynamic lights and only use high-quality reflections where they made the biggest impact. Since dynamic shadows are required for high realism, it was important to make them as cheap as possible. We did this by making low-poly shadow proxies that conform to the rendered object and only exist to cast shadows. So characters with 30k triangle bodies and eight Materials can cast shadows that only cost 2k triangles and a single draw call to render. Absolutely anything that did not outright require a specular response was made fully rough (removed <a href="https://docs.unrealengine.com/en-US/Resources/ContentExamples/MaterialNodes/1_3/index.html" target="_blank">specular</a> completely) to save pixel cost. The resolution settings on the volumetric fog were brought way down from the Unreal defaults, because a localized haze can be achieved with a fraction of the resolution required for sharp volumetric shadows and light beams.<br />  <br /> <strong>How big was the development team and how long did the game take to make?<br />  <br /> Zeligman: </strong>The core development team was around 12 people and scaled up to around 35 in peak production over a period of 18 months from pitch to ship.<br />  <br /> <strong>Survios has developed several VR games with Unreal Engine. What draws the company to using UE4?<br />  <br /> Zeligman: </strong>The Unreal Engine’s expansive feature set along with <a href="https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html" target="_blank">source-code</a> access allows Survios to get up and running quite quickly. The <a href="https://docs.unrealengine.com/en-US/Programming/Plugins/index.html" target="_blank">plugin-based architecture</a>, strong baseline <a href="https://docs.unrealengine.com/en-US/Engine/Animation/Overview/index.html" target="_blank">animation</a>, visual effects, Blueprints, and core systems greatly speed up iteration. Epic’s continual support of existing and new features allows Survios to focus on making great games, and not engines. <br />  <br /> <strong>Did the team have any favorite UE4 tools or features for Westworld Awakening?</strong><br /> <img alt="Developer-Interview_Westworld-Awakening_image-(16).png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fsurvios-shares-valuable-vr-tips-through-the-development-of-westworld-awakening%2FDeveloper-Interview_Westworld-Awakening_image-%2816%29-2551x1410-fa5714ed3ff587e448ce22b70b07a97d7025cfcd.png" width="auto" /><br /> <strong>Zeligman:</strong> Westworld Awakening, as a narrative-driven game, relied heavily on the use of Sequencer. We used it for all our “host control” gameplay segments and other scripted sequences. In addition, we relied heavily on volumetric lightmaps and lighting scenarios to set the stage of our atmosphere. Hank Harper, our terrifying villain, was developed through significant iteration relying on heavy use of <a href="https://docs.unrealengine.com/en-US/Engine/ArtificialIntelligence/BehaviorTrees/index.html" target="_blank">Behavior Trees</a>, <a href="https://docs.unrealengine.com/en-US/Engine/ArtificialIntelligence/EQS/EQSOverview/index.html" target="_blank">Environment Queries</a>, and the <a href="https://docs.unrealengine.com/en-US/Gameplay/Tools/VisualLogger/index.html" target="_blank">Visual Logger</a>.<br />  <br /> <strong>Can you talk about how Survios has leveraged source-code access?<br />  <br /> Zeligman: </strong>Survios has been using source-code access since the pre 4.0 version of Unreal Engine. For Westworld Awakening, we made heavy modifications to minimize hitches during streaming, expanded the use of lighting scenarios to allow swaps at runtime, [implemented] Sequencer modifications, and a variety of other changes. <br />  <br /> At this point in time, there are over 1,200 changes to the Survios’ version of the base engine. It would not have been possible to make a title like this without source-code access.<br />  <br /> <strong>Survios has released high-quality game after high-quality game. How does the studio manage that as a company that solely focuses on VR, a new medium in which many companies are still trying to find their footing?<br />  <br /> Clark:</strong> We’ve constantly tried to challenge the limits of VR, and each of our games represents technical innovation and new tools and technologies for us to incorporate into our next game. This is intentional, we have a goal of focused innovation. By building a game around a particular goal, we’re able to deeply develop that new system, and then incorporate it into all our future titles. <a href="https://survios.com/sprintvector/" target="_blank">Sprint Vector</a>, our parkour game, proved out our Fluid Locomotion technology that drives Westworld Awakening and the upcoming <a href="https://twdonslaught.com/" target="_blank">The Walking Dead Onslaught</a> (TWDO) will also feature brutal melee combat built from the Phantom Melee system we built for <a href="https://survios.com/creed/" target="_blank">Creed: Rise to Glory</a>.<br />  <br /> Ultimately, though, our greatest strength is the team itself. We’ve been able to build and retain a talented, fantastic team, and we invest in them. We have a mix of experienced senior developers and bright young people, many of whom have come up through our strong internship programs. We are dedicated to maintaining a good work/life balance, which is especially critical when you’ve got shared teams like our character and audio teams that move from project to project in rapid succession.<br />  <br /> <strong>This is the second game from Survios that is based on an existing movie or TV show tie-in, alongside Creed: Rise to Glory. Are there any tips you can provide to making a good game based on a popular existing IP?<br />  <br /> Zeligman:</strong> Working with any existing intellectual property can be a challenge. The most important items I recommend for any team working with an IP are the following:<br />   <ul style="margin-left: 40px;"> <li>Establish your approval process with all stakeholders as soon as possible.</li> <li>Ensure all team members understand the licensing constraints.</li> <li>Don’t be too literal. You are making a game that is in the spirit of an IP, not the IP itself. Don’t let real world or IP constraints keep the player from having a satisfying and accessible experience.</li> </ul>  <br /> <strong>Thanks for your time. Where can people learn more about Westworld Awakening?<br />  <br /> Zeligman: </strong>Westworld Awakening is out on <a href="https://store.steampowered.com/app/1133320/Westworld_Awakening/" target="_blank">Steam</a>, <a href="https://www.oculus.com/experiences/rift/2389701057764977/?locale=en_US" target="_blank">Oculus</a>, <a href="https://www.viveport.com/apps/a093ee60-4a1e-442f-a4c9-3c301cbd5fb9/Westworld_Awakening/" target="_blank">Viveport</a> and various VR arcades around the world.<br />  GamesArtBlueprintsCommunityDesignMocapVRWestworld AwakeningSurviosJimmy ThangMon, 16 Dec 2019 16:00:00 GMTMon, 16 Dec 2019 16:00:00 GMThttps://www.unrealengine.com/developer-interviews/survios-shares-valuable-vr-tips-through-the-development-of-westworld-awakeningSenua's Saga: Hellblade II highlights a long list of Unreal Engine titles at The Game Awards 2019https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fsenua-s-saga-hellblade-ii-highlights-long-list-of-unreal-engine-titles-at-the-game-awards-2019%2FNews_GameAwardsHellblade_blog_thumb_img-375x275-96552a414991fa6c562f89da9bee70d55c1123dd.jpgUnreal Engine titles are coming to PlayStation 5 and Xbox Series X, and nearly two dozen award nominations recognize games from the Unreal community!2019&#39;s <a href="https://thegameawards.com/" target="_blank">The Game Awards</a> took place yesterday in Los Angeles and Unreal Engine developers were at the heart of the show, being honored for their achievements over the past year and also revealing new titles across major platforms, including PlayStation 5 and the newly-announced Xbox Series X. <br /> <br /> Here are the highlights in case you missed <a href="https://youtu.be/jxAihuiYxuU" target="_blank">the broadcast</a>. <br /> <br /> All in all, 14 Unreal Engine-powered games earned 22 award nominations in categories such as Game of the Year, Best Action Game, Best VR Game, and more. <br /> <br /> Congratulations to all developers who were recognized for their achievements! Check out the new games you can expect to play below and keep reading for the awards highlights. <h2><strong>NEW TRAILERS AND GAME REVEALS</strong></h2> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/vvKQ7eTGXns" width="100%"></iframe></div> <h3><strong>Senua’s Sacrifice: Hellblade II </strong></h3> Setting the bar for the evening’s big reveals, Ninja Theory and Xbox Game Studios announced Senua&#39;s Saga: Hellblade II with a riveting new trailer rendered in Unreal Engine. Continuing the story of Hellblade: Senua’s Sacrifice, Ninja Theory is building a sequel to one of 2017’s most critically-acclaimed games, and they’ve confirmed it’s coming to Xbox Series X. <br /> <br /> With support from Epic and <a href="https://www.3lateral.com/" target="_blank">3Lateral</a>, Ninja Theory led and artistically guided the creation of the new cinematic to deliver unprecedented levels of visual and performance detail for Senua—one of the most impactful and authentic digital humans ever made. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/lEXgaEGpfHc" width="100%"></iframe></div> <h3><strong><a href="https://www.darkalliance.com/" target="_blank">Dungeons and Dragons: Dark Alliance</a> | Tuque Games/Wizards Of The Coast</strong></h3> Slay together in the spiritual successor to Baldur&#39;s Gate: Dark Alliance from Wizards of the Coast and Tuque Games, and enjoy co-op hack and slash gameplay as some of D&D&#39;s most iconic heroes. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/wnthrkW7_pc" width="100%"></iframe></div> <h3><strong><a href="https://ffvii-remake.square-enix-games.com/" target="_blank">Final Fantasy VII Remake</a> | Square Enix</strong></h3> A spectacular reimagining of one of the most visionary games of all time, Final Fantasy VII Remake rebuilds and expands the legendary RPG, offering a revamped battle system with an option for both real-time and traditional turn-based combat. The new trailer is centered on the game’s beloved main character, Cloud Strife. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/7HhUpLqHyv4" width="100%"></iframe></div> <h3><strong><a href="https://www.youtube.com/redirect?redir_token=1lWcE_erDfJ5QWLMdC-sspWF8Ah8MTU3NjMzNjc5MkAxNTc2MjUwMzky&amp;event=video_description&amp;v=7HhUpLqHyv4&amp;q=http%3A%2F%2Fwww.godfall.com" target="_blank">Godfall</a> | Counterplay Games/Gearbox Software</strong></h3> The first-ever confirmed footage of a PlayStation 5 game was unveiled at The Game Awards, and it’s built with Unreal. PS5 launch title Godfall is a third-person fantasy looter-slasher focused on melee combat from publisher Gearbox and developer Counterplay Games, who are made up of team members with credits on Ratchet & Clank, God of War, Destiny 2, and Horizon Zero Dawn. Godfall is also coming to the Epic Games Store. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/KAwtFRoJV0o" width="100%"></iframe></div> <h3><strong><a href="https://www.epicgames.com/store/product/maneater/home" target="_blank">Maneater</a> | Tripwire Interactive</strong></h3> Fight to survive as a baby bull shark in this upcoming single player action RPG. Torn from your mother’s belly, grow in power as you explore a wide range of underwater environments, from swamps and rivers to beachside resorts and the deep blue sea. Your only tools are your wits, your jaws, and the uncanny ability to evolve as you feed. Eat, explore, and evolve into the ultimate killing machine in Maneater! <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/PZA_2pAuyPM" width="100%"></iframe></div> <h3><strong><a href="https://www.redhillgames.com/nine-to-five-press-release/" target="_blank">Nine to Five</a> | Redhill Games</strong></h3> Nine to Five is a fresh take on the tactical first-person shooter where smart teamwork triumphs over brute force and reflexes. With this being just an early teaser, stay tuned for more info. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/g2nPg42xsXg" width="100%"></iframe></div> <h3><strong><a href="https://www.nintendo.com/games/detail/no-more-heroes-3-switch/" target="_blank">No More Heroes 3</a> | Grasshopper Manufacture/Marvelous</strong></h3> Travis Touchdown returns to Santa Destroy after a ten-year absence in No More Heroes 3. There he finds a huge artificial island metropolis floating in the sea, and a mysterious flying object hovering high above. Who really is the deadly killer Travis must face off against this time and what is the “Onireal Engine?” <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/W6OJhuH7PD0" width="100%"></iframe></div> <h3><strong><a href="https://www.playstation.com/games/predator-hunting-grounds-ps4/" target="_blank">Predator: Hunting Grounds</a> | Illfonic/Sony Interactive Entertainment</strong></h3> Predator: Hunting Grounds is an immersive asymmetrical shooter set in remote areas around the world, where the Predator stalks the most challenging prey. Play as a member of an elite fireteam and complete paramilitary operations before the Predator finds you. Or, play as the legendary Predator to hunt the most worthy prey, choosing from your vast array of deadly alien tech to collect your trophies, one by one <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/ybR34uYuLr0" width="100%"></iframe></div> <h3><strong><a href="https://www.roguecompany.com/" target="_blank">Rogue Company</a> | First Watch Games/Hi-Rez Studios</strong></h3> Rogue Company is a top-secret syndicate of elite mercenaries around the globe. To most of the world, the elusive mercenaries are a rumor at best. However, to those in the know, Rogue Company operatives are indispensable to solving the world’s deadliest and most challenging missions. As a Rogue Company mercenary, players will grab their weapon of choice and dive into iconic locations to compete online in various PVP game modes.<br /> <img alt="News_GameAwardsHellblade_blog_body_img1B.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fsenua-s-saga-hellblade-ii-highlights-long-list-of-unreal-engine-titles-at-the-game-awards-2019%2FNews_GameAwardsHellblade_blog_body_img1B-1640x1000-eae2fd0037813916699f29c6b11aa32465c98862.jpg" width="auto" /> <h3><strong><a href="https://ninjatheory.com/?p=2522" target="_blank">Senua&#39;s Saga: Hellblade II</a> | Ninja Theory/Xbox Game Studios</strong></h3> As mentioned above, Senua&#39;s Saga: Hellblade II is the next entry in the iconic Hellblade universe from developer Ninja Theory. The trailer features a music from experimental folk band Heilung, who are collaborating on the game’s <a href="https://twitter.com/NinjaTheory/status/1205323810276347905" target="_blank">soundtrack</a>. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/hP9-fkUTc7Y" width="100%"></iframe></div> <h3><strong><a href="https://www.apple.com/newsroom/2019/12/apple-launches-new-ultimate-rivals-sports-game-franchise-on-apple-arcade/" target="_blank">Ultimate Rivals: The Rink</a> | Bit Fry Game Studios</strong></h3> Fifty-eight pro athletes. From five sports. All on one rink. It’s anyone’s game. Play as your favorite athlete in Ultimate Rivals: The Rink on Apple Arcade. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/-rQzjVlQUYQ" width="100%"></iframe></div> <h3><strong><a href="https://wolfeye-studios.com/games/weird-west" target="_blank">Weird West</a> | WolfEye Studios/Devolver Digital</strong></h3> Survive and unveil the mysteries of the Weird West through the intertwined destinies of its unusual heroes in an immersive sim from the co-creators of Dishonored and Prey.<br />   <h2><strong>UNREAL RUNNING REAL TIME ONSTAGE</strong></h2> <div style="text-align: center;"><img alt="News_GameAwardsHellblade_bodyimg.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fsenua-s-saga-hellblade-ii-highlights-long-list-of-unreal-engine-titles-at-the-game-awards-2019%2FNews_GameAwardsHellblade_bodyimg-1536x866-255ea8aee8780da9f913a664e8846e6741258f24.jpg" width="auto" /></div> In another show highlight, host Geoff Keighley interacted with Mirage from EA and Respawn Entertainment’s Apex Legends while a mo-capped actor drove the <a href="https://www.hollywoodreporter.com/heat-vision/how-game-awards-brought-apex-legends-character-mirage-life-onstage-1261961" target="_blank">real-time digital character</a> onstage. To pull off the ambitious production, creative technology and VFX studio <a href="https://www.themill.com/" target="_blank">The Mill</a> tapped <a href="https://cubicmotion.com/persona/" target="_blank">Cubic Motion&#39;s Persona tech</a> along with motion capture from <a href="https://www.animatrik.com/" target="_blank">Animatrik</a> to produce the live performance in Unreal Engine.<br />   <h2><strong>AWARD NOMINEES AND WINNERS</strong></h2> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/d5a4nWtbVyY" width="100%"></iframe></div> <h3><strong><a href="https://www.oculus.com/asgards-wrath/?locale=en_US" target="_blank">Asgard&#39;s Wrath</a> | Sanzaru Games/Oculus Studios</strong></h3> <strong>NOMINEE: </strong>Best VR Game <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/d9Gu1PspA3Y" width="100%"></iframe></div> <h3><strong><a href="https://borderlands.com/" target="_blank">Borderlands 3</a> | Gearbox/2K Games</strong></h3> <strong>NOMINEE:</strong> Best Action/Adventure Game, Best Multiplayer Game<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/SoIf3HNI-DQ" width="100%"></iframe></div> <h3><strong><a href="https://www.playstation.com/games/concrete-genie-ps4/" target="_blank">Concrete Genie</a> | Pixelopus/Sony Interactive Entertainment</strong></h3> <strong>NOMINEE: </strong>Best Game for Impact<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/3KgmY5NrEzU" width="100%"></iframe></div> <h3><strong><a href="https://www.epicgames.com/fortnite" target="_blank">Fortnite</a> | Epic Games</strong></h3> <strong>NOMINEE:</strong> Best Ongoing Game, Best Community Support, Best Esports Event, Esports Game of the Year<br /> <br /> <strong>WINNER:</strong> Best Ongoing Game<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/q_Qi14S4Djw" width="100%"></iframe></div> <h3><strong><a href="https://www.gears5.com/" target="_blank">Gears 5</a> | The Coalition/Xbox Game Studios</strong></h3> <strong>NOMINEE:</strong> Best Action Game, Best Audio Design<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/pSDawo_l4TA" width="100%"></iframe></div> <h3><strong><a href="https://www.bandainamcoent.com/games/jump-force" target="_blank">Jump Force</a> | Spike Chunsoft/Bandai Namco</strong></h3> <strong>NOMINEE: </strong>Best Fighting Game<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/2jcPsml3OrM" width="100%"></iframe></div> <h3><strong><a href="https://www.kingdomhearts.com/3/" target="_blank">Kingdom Hearts III</a> | Square Enix</strong></h3> <strong>NOMINEE:</strong> Best RPG, Best Score & Music<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/1xYpXzqmk8Y" width="100%"></iframe></div> <h3><strong><a href="https://lifeisstrange.square-enix-games.com/" target="_blank">Life is Strange 2</a> | DONTNOD Entertainment/Square Enix</strong></h3> <strong>NOMINEE:</strong> Best Game for Impact<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/UoTams2yc0s" width="100%"></iframe></div> <h3><strong><a href="https://www.mortalkombat.com/" target="_blank">Mortal Kombat 11</a> | NetherRealm Studios/Warner Bros Interactive Entertainment</strong></h3> <strong>NOMINEE: </strong>Best Fighting Game<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/o0zLzgGd0Yc" width="100%"></iframe></div> <h3><strong><a href="https://www.snk-corp.co.jp/us/games/samuraishodown/" target="_blank">Samurai Shodown</a> | SNK Corporation/Athlon Games</strong></h3> <strong>NOMINEE: </strong>Best Fighting Game<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/Oxlflrh_Pzw" width="100%"></iframe></div> <h3><strong><a href="https://outerworlds.obsidian.net/" target="_blank">The Outer Worlds</a><strong> |</strong> Obsidian/Private Division</strong></h3> <strong>NOMINEE: </strong>Game of the Year, Best Narrative, Best RPG<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/X6Kmi8DYl0o" width="100%"></iframe></div> <h3><strong><a href="https://www.kalypsomedia.com/tropico-6-standard-edition" target="_blank">Tropico 6</a> | Limbic Entertainment/Kalypso Media</strong></h3> <strong>NOMINEE:</strong> Best Strategy Game<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/TFjg1wRT7sE" width="100%"></iframe></div> <h3><strong><a href="https://www.troversavestheuniverse.com/" target="_blank">Trover Saves the Universe</a> | Squanch Games</strong></h3> <strong>NOMINEE: </strong>Best VR Game<br />   <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/Po1NcFb1kwQ" width="100%"></iframe></div> <h3><strong><a href="https://www.nintendo.com/games/detail/yoshis-crafted-world-switch/" target="_blank">Yoshi&#39;s Crafted World</a> | Good-feel/Nintendo</strong></h3> <strong>NOMINEE: </strong>Best Family Game<br /> <br /> --<br /> <br /> We congratulate all developers whose projects were featured at the prestigious annual event, which was broadcast across 50 platforms and reached tens of millions of viewers. <br /> <br /> If you&#39;re a game developer using UE4, feel free to share your work with us on Twitter @UnrealEngine and use the hashtag #UE4. If you&#39;d like to start building your own games, <a href="https://www.unrealengine.com/en-US/release-notes" target="_blank">download Unreal Engine for free today</a>. <br />  GamesBroadcast & Live EventsFilm & TelevisionCommunityVRJimmy ThangFri, 13 Dec 2019 20:45:27 GMTFri, 13 Dec 2019 20:45:27 GMThttps://www.unrealengine.com/blog/senua-s-saga-hellblade-ii-highlights-long-list-of-unreal-engine-titles-at-the-game-awards-2019Celebrating the winners of the 2019 Epic MegaJamhttps://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fcelebrating-the-winners-of-the-2019-epic-megajam%2FNews_2019EpicMegaJam_THUMB-375x281-2226fbb38b2801805492a2f39331ed64a8a15136.jpgAfter many hours of gameplay and deliberation, it’s time to find out which teams are taking home top honors for the record-breaking 2019 Epic MegaJam!The <a href="https://itch.io/jam/2019-epic-megajam" target="_blank">2019 Epic MegaJam</a> celebrated five fantastic years of Unreal Engine jams and smashed records with more than 460 submissions and over 1,000 jammers. From steathy space cats sneaking through ships, to clouds tasked with saving the human race, to dangerous dives into dark caverns, and beyond—participants pulled out all the stops and showcased limitless creativity. This year’s winners took home incredible prizes, including a GDC experience package from <a href="http://software.intel.com/en-us" target="_blank">Intel</a> and custom Unreal Engine-branded PCs from <a href="http://www.falcon-nw.com/" target="_blank">Falcon Northwest</a>!<br /> <img alt="News_MegaJam-Winners_body-img.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fcelebrating-the-winners-of-the-2019-epic-megajam%2FNews_MegaJam-Winners_body-img-1600x900-f82e15faf59d0944b4d60ec374a91f54b6b9c0f3.png" width="auto" /> <div style="text-align: center;"><em>Space Cats.</em></div> <br /> On November 14, jammers began their week-long journey to create a game based on this year’s theme, “Down to Earth,” provided during the Epic MegaJam kickoff <a href="https://www.youtube.com/watch?v=RqPwOWn01ew&amp;feature=youtu.be&amp;list=PLZlv_N0_O1gbggHiwNP2JBXGeD2h12tbB" target="_blank">livestream</a>. Shortly thereafter, developers began <a href="https://twitter.com/search?q=%23ue4jam%20OR%20%23UnrealJam&amp;src=recent_search_click" target="_blank">sharing images</a> of cute cats in spacesuits, creepy characters in plague masks, and crowded control panels. <div style="text-align: center;"> </div> With hundreds of submissions coming in by the deadline, our judges had their work cut out for them. While they toiled away behind the scenes, community developer <a href="https://www.twitch.tv/shadowriver" target="_blank">Shadowriver</a>, well-known for his activity on AnswerHub, streamed over 40 hours of gameplay! <br /> <br /> The caliber of the entries in the 2019 Epic MegaJam was nothing short of impressive. From stunning graphics, to quirky gameplay elements, and moving storylines, it was clear that the Unreal community poured their heart and soul into their submissions.  <div style="text-align: center;"><img alt="News_MegaJam-Winners_body-img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fcelebrating-the-winners-of-the-2019-epic-megajam%2FNews_MegaJam-Winners_body-img2-770x770-0f586689f541247d958c4c8094598ebac5d5d7c9.jpg" width="auto" /><br /> <em>Play all the entries on the official <a href="https://itch.io/jam/2019-epic-megajam" target="_blank">2019 Epic MegaJam Itch.io page!</a></em></div> <div><br /> This year’s incredible event would not have been possible without the help of our generous sponsors: <a href="https://software.intel.com/en-us" target="_blank">Intel</a>, <a href="https://www.falcon-nw.com/" target="_blank">Falcon Northwest</a>, <a href="http://www.assembla.com/" target="_blank">Assembla</a>, <a href="https://www.unrealengine.com/marketplace/en-US/profile/Dekogon+Studios" target="_blank">Dekogon</a>, <a href="https://www.dxracer.com/" target="_blank">DXRacer</a>, <a href="http://gametextures.com/" target="_blank">GameTextures.com</a>, <a href="https://www.unrealengine.com/marketplace/en-US/profile/Gokhan+Karadayi" target="_blank">G&ouml;khan Karadayi</a>, <a href="http://www.igda.org/" target="_blank">IGDA</a>, <a href="http://lenovo.com/" target="_blank">Lenovo</a>, <a href="https://www.unrealengine.com/marketplace/en-US/profile/Project+Nature" target="_blank">Project Nature</a>, <a href="https://quixel.com/" target="_blank">Quixel</a>, <a href="https://www.unrealengine.com/marketplace/profile/SB" target="_blank">SB</a>, <a href="https://www.sidefx.com/" target="_blank">SideFX</a>, <a href="https://www.unrealengine.com/marketplace/profile/silvertm" target="_blank">SilverTM</a>, <a href="https://getsoundly.com/" target="_blank">Soundly</a>, and <a href="https://www.wholetomato.com/" target="_blank">Whole Tomato</a>.</div> <br /> And thank you to the jammers. As always, you humble us with your talent, and support of one another. We hope you had fun and learned something along the way. <br /> <br /> Without further ado, the winners of the 2019 Epic MegaJam are... <h2><strong>First Place: <a href="https://jestersheepy.itch.io/planted" target="_blank">Planted</a> | Pixel Collective</strong></h2> <div style="padding:42.19% 0 0 0;position:relative;"><iframe allow="autoplay; fullscreen" allowfullscreen="" frameborder="0" src="https://player.vimeo.com/video/375008711" style="position:absolute;top:0;left:0;width:100%;height:100%;"></iframe></div> <h2><strong>Second Place & Space Cats Modifier: <a href="https://ogniok.itch.io/cosmic-catastrophe" target="_blank">Cosmic Catastrophe</a> | Fireline</strong></h2> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/_rcrILi3j1w" width="100%"></iframe></div> <h2><strong>Third Place: <a href="https://timergames.itch.io/careful-descent" target="_blank">Careful Descent</a> | Snake Rake</strong></h2> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/vLIchca0qCw" width="100%"></iframe></div> <h2><strong>Army of One: <a href="https://vaei.itch.io/deltanian-invasion" target="_blank">Deltanian Invasion</a> | Vaei</strong></h2> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/mez86n8bHNs" width="100%"></iframe></div> <h2><strong>Friends and Foes: <a href="https://schultzika.itch.io/escape-velocity" target="_blank">Escape Velocity</a> | Indecisive Raccoon</strong></h2> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/w7egQR0ZOzY" width="100%"></iframe></div> <h2><strong>Is this real life?: <a href="https://slappy-inc.itch.io/slappy-board" target="_blank">Slappy Board</a> | Slappy Inc.</strong></h2> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/8W8saUYWaCw" width="100%"></iframe></div> <h2><strong>Tiny Award: <a href="https://partlyatomic.itch.io/cat-earth-society" target="_blank">The Cat-Earth Society</a> | Nova Space Agency</strong></h2> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/EfDYfgtOOFI" width="100%"></iframe></div> <div style="text-align: center;"> <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/EOaOWYSZTI8" width="100%"></iframe></div> <em>Watch us play through the winning games!</em> <div style="text-align: left;"><br /> Congrats to all of this year’s winners! See you for the next <a href="https://twitter.com/search?q=%23UnrealJam&amp;src=typed_query" target="_blank">#UnrealJam</a>!</div> </div> <br />  GamesCommunityNewsAmanda SchadeFri, 13 Dec 2019 18:30:00 GMTFri, 13 Dec 2019 18:30:00 GMThttps://www.unrealengine.com/blog/celebrating-the-winners-of-the-2019-epic-megajamInteractive VR training improves construction site safety and ROIhttps://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Finteractive-vr-training-improves-construction-site-safety-and-roi%2FSpotlight_Twinsite_blog_thumb_-375x275-37a7e4884bd56987845ba0c360e0eb275cee876f.jpgDigital platform TwinSite is a virtual interactive world set in and around construction sites. Providing immersive VR and display-based training, it’s estimated to be up to four times more cost efficient than traditional offsite training. Up until relatively recently, the construction industry has been conservative when it comes to change. With <a href="https://en.wikipedia.org/wiki/Industry_4.0" target="_blank">Industry 4.0 technologies</a> promising to enhance efficiency, quality, and safety while also reducing costs, many management consultancy firms predict the time is now ripe for rapid digitalization and disruption.<br /> <br /> Digital platform TwinSite is one of the innovations on the frontier of this shift. Launched by <a href="https://www.ramirent.com/" target="_blank">Ramirent/Loxam</a>, Europe’s largest rental construction equipment provider, TwinSite is a virtual world set in and around interactive construction sites.<br /> <img alt="Spotlight_Twinsite_blog_body_img3.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Finteractive-vr-training-improves-construction-site-safety-and-roi%2FSpotlight_Twinsite_blog_body_img3-1640x1000-bab925e4135c53dfb436e122e60c083f4f6672d1.jpg" width="auto" /><br /> Built in Unreal Engine by real-time media and production studio <a href="https://www.onereality.com/" target="_blank">One Reality</a>, the platform provides an immersive, interactive learning environment for construction site personnel. “TwinSite will grow over time to comprise many different types of construction sites in their different phases,” explains Magnus Arfors, Chairman at One Reality. “It will serve as a virtual marketing communication and innovation platform for a large number of brands, with a view to improving site safety, business efficiency, and sustainability within the construction industry.” <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/WRHFDBlXHao" width="100%"></iframe></div> <h3><strong>VR learning to improve knowledge transfer </strong></h3> Regulations that require rental companies to train on health and safety before renting equipment vary across Europe. But even in places where there is no law explicitly demanding it, many offer this service regardless in order to support their customers, who are obliged in their turn to meet tough safety standards. <br /> <img alt="Spotlight_Twinsite_blog_body_img1.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Finteractive-vr-training-improves-construction-site-safety-and-roi%2FSpotlight_Twinsite_blog_body_img1-1640x1000-a671c94ab0651885cf1c9773591c37bf396dd092.jpg" width="auto" /><br /> This is where the digital platform TwinSite is helping to reduce costs and boost knowledge transfer. “TwinSite increases the wider understanding of the risks, overall function, and design of what we call the ‘temporary factory,’ ” explains Anders Vikmyr, Business Development Manager at Ramirent. “The temporary factory is a combination of everything temporary needed to erect a building or structure, such as cranes, hoists, scaffolding, temporary heating, and locker rooms.”<br /> <br /> Rather than taking place at an off-site training facility, TwinSite can be set up and used at the construction site, either in 2D on a traditional flat screen or in virtual reality for a more immersive, realistic experience. <br /> <img alt="Spotlight_Twinsite_blog_body_img8.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Finteractive-vr-training-improves-construction-site-safety-and-roi%2FSpotlight_Twinsite_blog_body_img8-1640x1000-57681d38c739851a842660e4cea09ba489f86007.jpg" width="auto" /><br /> Site workers schedule in a time slot and take part in educational courses that include operational procedures and safety instructions. The immersive nature of the interactive VR environment, which accurately replicates real-word scenarios, has been found to <a href="https://phys.org/news/2018-12-vr-engaging-video-textbooks-classroom.html" target="_blank">improve knowledge transfer</a> compared to traditional teaching methods, while also providing a safe and cost-effective training ground for hands-on personnel.<br /> <img alt="Spotlight_Twinsite_blog_body_img11.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Finteractive-vr-training-improves-construction-site-safety-and-roi%2FSpotlight_Twinsite_blog_body_img11-1640x1000-4143215b9d9f81ea746a6cc4ae9ab6e163d5679a.jpg" width="auto" /><br /> There are currently two training courses available on TwinSite: Cutter VR and Silica Dust VR, which can be accessed via the Concrete Room on the platform’s main virtual construction site. The Concrete Room is a virtual environment that houses several stations to be completed for each course. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/CiZkFwJ1odc" width="100%"></iframe></div> In Cutter VR, users learn the correct operational procedures and handling of Husqvarna concrete cutters. They’re taught how to pick the correct type of blade for each job and how to perform maintenance checks on the equipment. Concrete cutters can be dangerous in real life due to the risk that they might kick back. This is replicated virtually in the course, providing shock value without the danger. <br /> <img alt="Spotlight_Twinsite_blog_body_img7.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Finteractive-vr-training-improves-construction-site-safety-and-roi%2FSpotlight_Twinsite_blog_body_img7-1640x1000-c8b199ca977d7754fde5a9bb713250a086882d35.jpg" width="auto" /><br /> In the Silica Dust VR course, users are taken through a series of interactive lessons on silica dust—one of the <a href="http://www.hse.gov.uk/construction/healthrisks/cancer-and-construction/silica-dust.htm" target="_blank">biggest health hazards</a> to construction workers today. Part of the lesson involves being shrunk down to microscopic scale, and experiencing the drastic effect of silica dust on the <a href="https://en.wikipedia.org/wiki/Pulmonary_alveolus" target="_blank">alveoli</a> and the <a href="https://en.wikipedia.org/wiki/Cilium" target="_blank">cilia</a> of the lungs. This course has educated around 400 people to date about the dangers of silica dust and how to mitigate the risks, receiving overwhelmingly positive feedback from users.<br /> <img alt="Spotlight_Twinsite_blog_body_img5.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Finteractive-vr-training-improves-construction-site-safety-and-roi%2FSpotlight_Twinsite_blog_body_img5-1640x1000-7a8b9e4174b5d413812e66d4fc5d546dc11c4084.jpg" width="auto" /> <h3><strong>Real-time training for improved ROI </strong></h3> The ROI benefits of real-time training over traditional methods can be significant. Traditional teacher-led training requires site personnel to be away from a construction project for half a day or more to complete a course. That’s without taking into account the travel time and expense to get there. With TwinSite, instead of sending 10 people at a time to a training facility, Ramirent can go straight to the customer and set up the VR kit, often at a building shed on the construction site. One Reality and Ramirent estimate that VR training on site can be up to four times more cost efficient than traditional offsite training. <br /> <br /> “Each trainee books a one-hour slot, just as they would for the dentist,” says Vikmyr. “This saves a huge amount of time and enables the day-to-day activities on site to continue virtually uninterrupted.” What’s more, immersive training has proven to be extremely efficient in comparison to traditional training. Ramirent has found that less than one hour is enough for both the learning element and the subsequent test element of the course. And it’s proven remarkably effective in transferring knowledge, with personnel achieving average scores of over 90% on tests.<br /> <img alt="Spotlight_Twinsite_blog_body_img12.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Finteractive-vr-training-improves-construction-site-safety-and-roi%2FSpotlight_Twinsite_blog_body_img12-1640x1000-c707d94c8dfe8aed78f79032cf468df4cc621682.jpg" width="auto" /><br /> What’s more, the benefits go beyond reduced training costs and increased knowledge. “In addition to training, TwinSite can reduce costs as a virtual hub for communication and innovation,” says Arfors. “For example, Husqvarna products get exposed over and over again in education and demos, without the need for Husqvarna’s representatives to even be present.” <h3><strong>Higher output with fewer programmers thanks to Blueprint </strong></h3> One Reality has been using Unreal Engine to create virtual worlds and experiences since 2016. “We use it because we appreciate its great performance and flexibility,” says Arfors. <br /> <img alt="Spotlight_Twinsite_blog_body_img4.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Finteractive-vr-training-improves-construction-site-safety-and-roi%2FSpotlight_Twinsite_blog_body_img4-1640x1000-c60ca0efedec2091ec8fd010b2675a86057fc2ed.jpg" width="auto" /><br /> The team at the studio built the TwinSite virtual environment in the engine, and are involved in developing new virtual learning modules for the existing virtual infrastructure. The work they’ve delivered is all the more impressive given the comparatively small size of the team. “We’ve managed to produce the content with relatively few C++ programmers due to Blueprint,” Arfors says.<br /> <br /> The <a href="https://docs.unrealengine.com/en-US/Engine/Blueprints/index.html" target="_blank">Blueprint visual scripting system</a> in Unreal Engine provides a fast and efficient way for designers to get their hands on the full range of tools usually only available to programmers. Instead of having to write code line by line, everything is done visually: drag and dropping nodes, setting their properties in a UI, and dragging wires to connect.<br /> <br /> As well as harnessing the power of Blueprint, the team also came up with an innovative use of motion capture on the project. “We’ve set up our own motion capture system in order to speed up the time it takes to produce animations,” explains Arfors. “We also put a tracker on a real concrete cutter in order to create a high-end experience involving a real machine, which was easy thanks to UE4.” <h3><strong>Interactive visualization driving change in construction</strong></h3> Vikmyr predicts immersive and interactive environments like TwinSite will have a transformative effect on construction. “The construction industry faces significant challenges in terms of overall efficiency,” he says. “It’s also one of the most dangerous industries to be employed in. Thanks to its ability to bring high-quality knowledge transfer to the masses in an efficient way, TwinSite will have a positive effect on these aspects, helping the industry to become more sustainable in the process.” <br /> <img alt="Spotlight_Twinsite_blog_body_img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Finteractive-vr-training-improves-construction-site-safety-and-roi%2FSpotlight_Twinsite_blog_body_img2-1640x1000-d109aa4cd44e6e9041582975eae1a57c4b25a469.jpg" width="auto" /><br /> Arfors also believes the platform has the potential to be a real driver for change across the industry. “We have reason to believe that we are actually changing attitudes and that people are starting to take risks seriously,” he says. What’s more, he credits the realism achievable in Unreal Engine as a key factor in this. “Some users even spontaneously start to cough when they see the dust coming from the concrete cutter,” he continues. “It’s the result of a quality experience built in UE4.”<br /> <br /> The adoption of digital strategies across the design, engineer, and build process will lead to even greater synergies in the future. Once you have a virtual representation of a product or project, the incremental work of using it for a different part of the process becomes significantly easier. The digital asset of the concrete cutter used for sales and marketing can become the digital asset used for training and maintenance. While we’re far from this being the common practice, the promise of using real-time assets across all these tasks is where the industry is trending.<br /> <br /> <br /> Want to create your own immersive environments for training? <a href="https://www.unrealengine.com/en-US/enterprise/contact-us" target="_blank">Get in touch</a> and we’d love to start that conversation.<br />  Training & SimulationArchitectureBlueprintsMocapVRRamirentOne RealityTwinSiteKen PimentelFri, 13 Dec 2019 15:30:00 GMTFri, 13 Dec 2019 15:30:00 GMThttps://www.unrealengine.com/spotlights/interactive-vr-training-improves-construction-site-safety-and-roiUnreal Engine: the open automotive platform and data model of the futurehttps://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Funreal-engine-the-open-automotive-platform-and-data-model-of-the-future%2FSpotlight_AFG_feed_thumb-1400x788-368c297c54f979340f6f78d1bb668712e1960605.jpgFrom 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. We’re currently living through the fourth industrial revolution, with technology blurring the lines between the physical, digital, and biological worlds. In the automotive industry, real-time technology is one of the threads of this transformation that has already brought about significant change. <br /> <br /> Now maturing as an innovation, it’s become commonplace to find interactive tools throughout the automotive workflow, from augmented driving research to AR-based service training. We’re on the cusp of the next phase in the real-time era, where this technology will consolidate and reach its true potential. We envision a supercharged automotive production pipeline leveraging tools that are based on an open platform, which is licensed for free and provides users with direct access to the source code.<br /> <img alt="Spotlight_AFG_Quote_v2B.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Funreal-engine-the-open-automotive-platform-and-data-model-of-the-future%2FSpotlight_AFG_Quote_v2B-1640x350-6aa07b54b37bb922b49027c65e0b854a1c445469.png" width="auto" /> <h3><strong>The data model of the future </strong></h3> Today’s automotive data model is built on the concept of centralized design data that third-party tools access to analyze and display results. With multiple tools each producing their own data, your flexibility to bring together data from different sources is limited by the inability of tools to share it. <br /> <br /> Further compounding this restriction, the process of collaborating, experiencing, visualizing, and interacting with the data is limited by each tool’s capabilities. Ultimately, that means your ability to work effectively is determined by a mix of vendors who attempt to predict your needs. But what if you could control and manage how data works for your process and problems?<br /> <br /> That is our vision for where the automotive pipeline goes next. One holistic open platform that covers the entire pipeline from end to end, from visualizing the initial design, through to reviewing, testing, and training in the engineering stages, and finally to creating beautiful marketing renders and photorealistic configurators. With an open-data ethos, a new world of possibilities will be established, providing an opportunity for OEMs to transform the way we work in the automotive industry. <img alt="Spotlight_AFG_blog_body_img_Audi.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Funreal-engine-the-open-automotive-platform-and-data-model-of-the-future%2FSpotlight_AFG_blog_body_img_Audi-1640x1000-c59f7b3c42a476f330e9f86c35ba6ff812fdc52f.jpg" width="auto" />The data model of the future is to stay contained within a game engine, on a fully open platform where the features and tools that you need are already available without switching between different software packages, eliminating the necessity to redo data and meta tags all over again whenever you work on a particular use case. By replacing the process of pushing data through individual tools for tessellation, data repair, and modeling, an open-platform approach gives the freedom to break free of the restrictions of these conventional tools, offering an easier way of connecting them, and unlocking more ways of working.<br /> <br /> There are a number of trends shaping today’s industry that mean now is the right time for a platform that truly enables an open automotive digital twin—and several considerations that must inform any approach to its development.  <h3><strong>Relevance</strong></h3> For an end-to-end automotive workflow platform to be successful, every process and tool it provides must be relevant. The most important consideration behind the decisions taken in developing functionality should be “how does this empower the user to have an impact on the product?” Features on the roadmap will be directly informed by the needs of vehicle manufacturers. The driving influence on the features selected for development will be the day-to-day tasks and projects they are working on. We believe that keeping close proximity to the community that uses these tools has to be a guiding principle. <br /> <img alt="Spotlight_AFG_Quote_v1B.png" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Funreal-engine-the-open-automotive-platform-and-data-model-of-the-future%2FSpotlight_AFG_Quote_v1B-1640x250-eb985de0628954e75058a3b0bfe64f1a81581822.png" width="auto" /> <h3><strong>Synthetic realities</strong></h3> In an era of <a href="https://trends.fjordnet.com/trends/synthetic-realities" target="_blank">synthetic realities</a>, there is an expectation that cutting-edge visualization tools will have immersive capabilities. Similar to how virtual production is increasingly pushing innovation across the various stages of filmmaking, interactive tools have the potential to change traditional workflows in the automotive production pipeline, disrupting the industry in a positive way and fundamentally changing how content is created. The photorealistic visualizations and interactive environments that real-time rendering enables puts the technology at the heart of this paradigm.  <h3><strong>Post-digital tools</strong></h3> The automotive industry has undergone a period of change unlike anything that has been seen before. Connected, autonomous, shared and electric <a href="https://www.daimler.com/case/en/" target="_blank">(CASE)</a> vehicles, and mobility-as-a-service (MaaS) solutions have arrived and are evolving at a breakneck pace. The industry is on the brink of the post-digital era. Key players will not only need recently acquired digital tools—they’ll also need new ones. Mastering technologies that include distributed ledger technology, artificial intelligence, extended reality, and quantum computing will be key to success. <img alt="Spotlight_AFG_blog_body_img_Lambo.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Funreal-engine-the-open-automotive-platform-and-data-model-of-the-future%2FSpotlight_AFG_blog_body_img_Lambo-1640x1000-53281712001d01d4615df757f9e8712a4a25945d.jpg" width="auto" /> <h3><strong>Industry 4.0</strong></h3> Armed with a set of new AI-driven tools, a handful of key automotive partners will be the pioneers of <a href="https://www.forbes.com/sites/bernardmarr/2018/09/02/what-is-industry-4-0-heres-a-super-easy-explanation-for-anyone/#7bf92c749788" target="_blank">Industry 4.0</a>: data-led manufacturing where information from every stage of the product life cycle can be leveraged to build higher-quality, cost-efficient products at a faster pace. Game engine technology will drive the automotive digital twin to the next level, bringing together the key technologies of the Internet of Things (IoT), 3D simulation tools, and predictive analytics to provide analysis of data and monitoring of systems that solve problems before they even occur. <h3><strong>Digital change and adoption </strong></h3> These converging technological trends mean that players in the automotive industry are at a crossroads. Sweeping digital change is set to transform traditional pipelines and workflows, making them smarter, faster, and more cost-efficient. The core functionality of real-time game engine technology means it will be a key pillar of this digital transformation.<br /> <img alt="Spotlight_AFG_blog_body_img_McLaren.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Funreal-engine-the-open-automotive-platform-and-data-model-of-the-future%2FSpotlight_AFG_blog_body_img_McLaren-1640x814-c1bbda135bf7288f70ecaf8422f6cf924a583683.jpg" width="auto" />Production proven in the world of AAA Games, Unreal Engine is built for high performance, provides photorealistic visualization, and has interactive collaboration at its heart. Artist-friendly tools such as the <a href="https://docs.unrealengine.com/en-US/Engine/Blueprints/index.html" target="_blank">Blueprint visual scripting system</a> and the <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/Editor/index.html" target="_blank">Material Editor</a> open out workflows to non-technical personnel, enabling more people to bring their skills to bear. Public access to the technology’s source code and the fact that it’s free to use mean teams can adapt the technology to their specific needs and benefit from increased ROI straight off the bat. <br /> <br /> These innate capabilities mean Unreal Engine can play a key role as a standard data simulation and visualization platform for the automotive industry across digital transformation, extended reality, and digital collaboration. The work to build the industry&#39;s go-to automotive platform and data model is already underway. Focusing initially on collaboration, visualization, and simulation, we’re developing the tools that will replace conventional content pipelines.<img alt="Spotlight_AFG_blog_body_img_Daimler.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Funreal-engine-the-open-automotive-platform-and-data-model-of-the-future%2FSpotlight_AFG_blog_body_img_Daimler-1640x1000-2e141018071615ec47f9493ef3f48fd8e8f8e143.jpg" width="auto" />Initial efforts include a new <a href="https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/HDRIBackdrop/index.html" target="_blank">HDRI workflow</a> that provides a simpler way of lighting virtual vehicles with imagery taken from real-world environments, a <a href="https://docs.unrealengine.com/en-US/Studio/Datasmith/Variants/Overview/index.html" target="_blank">Variant Manager</a> that enables you to set up multiple different configurations of your asset and switch between them at runtime, and <a href="https://www.unrealengine.com/en-US/blog/pixel-streaming-delivering-high-quality-ue4-content-to-any-device-anywhere" target="_blank">Pixel Streaming</a> to online configurators that will provide a new way of delivering interactive applications.<br /> <br /> <br /> Intrigued? <a href="https://www.unrealengine.com/en-US/industries/automotive" target="_blank">Find out more</a> about how we’re helping to drive change across the automotive industry. <br />  Automotive & TransportationAIBlueprintsDesignVisualizationVRHeiko Wenczel Wed, 11 Dec 2019 16:00:00 GMTWed, 11 Dec 2019 16:00:00 GMThttps://www.unrealengine.com/spotlights/unreal-engine-the-open-automotive-platform-and-data-model-of-the-futureMechWarrior 5 revamps the series with destructible environments, refined AI, and advanced procedural levelshttps://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fmechwarrior-5-revamps-the-series-with-destructible-environments-refined-ai-and-advanced-procedural-levels%2FDeveloperInterview_-Mechwarrior_5_THUMB_ALT-375x275-d40f5910ea122980aad1e94af4c8b0d542d8ee5a.jpgDevelopers of MechWarrior Online, Piranha Games explains what it’s been like switching to Unreal Engine to develop MechWarrior 5: Mercenaries.While Piranha Games is no stranger to the MechWarrior franchise, <a href="https://mw5mercs.com/" target="_blank">MechWarrior 5: Mercenaries</a> represents the Vancouver, Canada-based company’s first foray into a campaign-focused installment in the mainline series and is also the studio’s first Unreal Engine title. <br /> <br /> Speaking to how the roughly 50-person development team has transitioned to the engine, we interviewed company President Russ Bullock and Producer Alex Garden. With it being roughly 17 years since the last single-player MechWarrior game, the two talk about their goals for the long-awaited title and discuss what they learned developing MechWarrior Online that they’ve built off of for MechWarrior 5. <br /> <br /> The duo discuss how they built their component-based mech system, which allows them to create sophisticated and varying ‘Mech damage states. They also talk about how they created the game’s distinct particle effects, which not only look great, but allow players to identify what kind of firepower they’re going up against. In addition, the developers explain how they constructed destructible environments and talk about how they balanced procedural generation with thoughtful level design.  <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/E5FWZYuyeDY" width="100%"></iframe></div> <strong>Considering this will be the first MechWarrior game since 2002 to feature a single-player campaign, what were some of Piranha Games’ goals for the project?<br /> <br /> President Russ Bullock:</strong> Our driving motivation was to give long-time MechWarrior fans the features they always dreamed about when those classic games were released. Back then, there were a lot more limitations on technology, and the notion of playing a MechWarrior game and traveling absolutely anywhere you wanted and freely managing your mercenary unit was a dream, along with the ability to truly destroy the entire environment while fighting in an urban setting. This is what we set out to deliver to MechWarrior fans—a classic feel with the delivery of dream features using modern technology.<br /> <br /> <strong>Were there any past ‘Mech games that had a particularly big influence on MechWarrior 5?<br /> <br /> Bullock:</strong> Both of the Mercenaries renditions, but also, in particular, the original MechWarrior from 1989, because it was the only one that had really let you select a location in the Inner Sphere and fly there to take on contracts from any of the Great Houses. In some ways, MechWarrior 5: Mercenaries is a successor to that great game.<br /> <img alt="DeveloperInterview_-Mechwarrior_5_002.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fmechwarrior-5-revamps-the-series-with-destructible-environments-refined-ai-and-advanced-procedural-levels%2FDeveloperInterview_-Mechwarrior_5_002-1920x1200-c493a8bb6cc0d98f7d3e1d1b83d89a68bb1e0899.jpg" width="auto" /><br /> <strong>What have you learned from developing MechWarrior Online that you’re building off of for MechWarrior 5?<br /> <br /> Producer Alex Garden: </strong>First and foremost, all the technical complexities and design demands involved with the ‘Mechs and the gameplay built around them. It’s rare for games to use component-based damage systems at the level you see in MechWarrior 5: Mercenaries, and even in MechWarrior Online. Together with handling multiple independent weapons systems (all attached to different destructible components), the large scale of the ‘Mechs, and all the various attributes of the 50 plus chassis themselves—having already dealt with those elements in MechWarrior Online was a major benefit.<br /> <br /> One of the more visible improvements is in the per-chassis damage models featured in MechWarrior 5: Mercenaries, with each component on each of the 50 plus chassis now having multiple, uniquely modeled damage states. The consequences of a battle on the state of your ‘Mechs will be on display at a fidelity never before seen in a MechWarrior title, and rarely seen in games as a whole.<br /> <br /> <strong>Was it challenging supporting a four-player co-op campaign from either a design or technical perspective?<br /> <br /> Garden: </strong>Our experience with developing network systems and PvP ‘Mech combat for MechWarrior Online helped lay the groundwork for how we handled four-player co-op play for MechWarrior 5: Mercenaries from a technical perspective. Design-wise, once we opted for an approach that allows up to three other players to join a host’s campaign and play cooperatively as if they were pilots-for-hire, a lot of the elements fell into place.<br /> <br /> Alternatively, a group of four friends can go straight into co-op action outside the campaign by using the Instant Action system, which allows you to play generated missions at any level of difficulty using any of the hundreds of available ‘Mech variants, along with access to the ‘Mech loadout and appearance customization features.<br /> <img alt="DeveloperInterview_-Mechwarrior_5_007.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fmechwarrior-5-revamps-the-series-with-destructible-environments-refined-ai-and-advanced-procedural-levels%2FDeveloperInterview_-Mechwarrior_5_007-1920x1200-b6095d01178be52991f1b0e0eb02a4cdf0fcb71f.jpg" width="auto" /><br /> <strong>MechWarrior 5 features great use of particle effects that include fire, laser, and smoke. Can you explain how you incorporated these visual elements into the game?<br /> <br /> Garden: </strong>With the large number of weapon types in MechWarrior 5: Mercenaries, it was important for us to provide a visual identity for each when seeing them on the battlefield, so that generally, most every weapon can be identified based on its projectile or effect. The battlefield comes alive when all of these elements are in play together, pushing that feeling of being in a warzone where every stray projectile, laser, or explosion might destroy a building, blow the arm off a ‘Mech, scorch the terrain, or set a tree on fire.<br /> <img alt="DeveloperInterview_-Mechwarrior_5_005.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fmechwarrior-5-revamps-the-series-with-destructible-environments-refined-ai-and-advanced-procedural-levels%2FDeveloperInterview_-Mechwarrior_5_005-1920x1200-0f489173ad5443e8641a989b023fdf9fc9ba7401.jpg" width="auto" /><br /> <strong>For the first time in the series’ history, MechWarrior 5 will feature destructible environments. How did the studio incorporate this aspect into the game? <br /> <br /> Garden: </strong>There’s no quicker way to fulfilling the power fantasy of piloting a BattleMech than smashing through a building and reducing it to rubble to get at the enemy on the other side. Why go around it, when I can just go through it?<br /> <br /> As a core pillar of MechWarrior 5: Mercenaries, our approach to destructibility had a significant influence on how we designed our missions and handled combat encounters. On the technical side, we took a modular approach when building the systems, with the various building types that populate our mission spaces being comprised of individually destructible elements that we can swap out and utilize in different ways.<br /> <br /> We’re quite proud of what we’ve put together when it comes to destruction. There have been a few occasions just in the last year where, as I was playing them, I’d wished some games had what MechWarrior 5: Mercenaries offers.<br /> <br /> <strong>Considering the game allows players to target and destroy specific enemy weapons coupled with the fact that there are multiple stages of damage reflected on armor components, can you elaborate on how the studio handled damage modeling?<br /> <br /> Garden: </strong>Our artists have years of experience modeling, texturing, and animating ‘Mechs for MechWarrior Online, and thanks to the existing stable of art we’ve built up over that time, we were able to focus our resources on further refining the art and going the extra step with the per-chassis damage models. The pipeline here was much the same, with individual artists dedicated to modeling out the new damage states for a collection of ‘Mechs.<br /> <br /> From the player’s perspective, the result of all this is greater visual polish and feedback in the midst of combat and in the consequences of your engagements. Approaching an enemy ‘Mech, identifying that its most powerful weapon is attached to a specific component such as its right arm, focusing your fire on that arm, then seeing it visibly and naturally become damaged before finally getting blown off in a big explosion is really compelling. Making it to the end of a mission with your ‘Mech smoking, scorched, and barely holding together is really satisfying and stresses the feeling that you just survived some major [action].<br /> <img alt="DeveloperInterview_-Mechwarrior_5_015.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fmechwarrior-5-revamps-the-series-with-destructible-environments-refined-ai-and-advanced-procedural-levels%2FDeveloperInterview_-Mechwarrior_5_015-1920x1200-763abf02561921ab45141fc57f0b7f8c1868ec88.jpg" width="auto" /><br /> <strong>With over 50 distinct ‘Mech chassis and hundreds of sub-variants, how did the studio approach designing and balancing all the ‘Mechs in the game?<br /> <br /> Bullock:</strong> Fortunately, we just spent nine years developing MechWarrior Online, which being a PVP game meant every ‘Mech was deeply scrutinized on balance. Although we have much more freedom with a single-player PvE game than MechWarrior Online, it still gave us a basis to start with.<br /> <br /> <strong>How did you leverage procedural generation to develop the level structure and various environmental biomes within the game?<br /> <br /> Garden:</strong> We knew early on that if we were going to provide the player with the entire Inner Sphere as their playground – an area comprised of hundreds of star systems each with multiple planets and biomes – we were going to need the ability to leverage a wide degree of variation, without vastly inflating the time it would take for us to accomplish it if we were to use traditional level design methods.<br /> <br /> With that in mind, and rather than using a purely procedural system for generating levels, we opted for a middle-ground system that would build levels using a large pool of hand-crafted terrain tiles. This approach gave our artists and level designers the ability to hit visual quality with real-looking terrain formations, and our design team the ability to generate a large number of environments and encounter areas that would play and feel different to the player.<br /> <img alt="DeveloperInterview_-Mechwarrior_5_003.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fmechwarrior-5-revamps-the-series-with-destructible-environments-refined-ai-and-advanced-procedural-levels%2FDeveloperInterview_-Mechwarrior_5_003-1920x1200-fe9d5fe10ad05cf66026865c822687cab5f25d71.jpg" width="auto" /><br /> <strong>Can you elaborate on how you developed the <a href="https://docs.unrealengine.com/en-US/Gameplay/AI/index.html" target="_blank">AI</a> in the game? Was it a challenge getting the AI to navigate across your procedurally-generated maps?<br /> <br /> Garden: </strong>AI was approached from the perspective of the MechWarrior (the pilot) and their BattleMech. In the BattleTech universe, chassis are typically designed for specific purposes, whether as frontline assault ‘Mechs or nimble, lightly-armored scouts. ‘Mech designs have their strengths and weaknesses, which inform how a pilot would approach an engagement. Can they tank a lot of damage or should they constantly be on the move, avoiding fire as much as possible? Should they bridge the gap for short-range engagement, or stay at a distance and whittle the enemy down with long-range weaponry? How well does the pilot coordinate their attacks with their allies, and with which weapon platforms are they most experienced? All these considerations contribute to making the battlefield feel alive with thinking entities making the best choices according to their roles and capabilities.<br /> <br /> <strong>MechWarrior 5 will not only be the first Unreal Engine-powered game in the series, but the first title from Piranha Games to use UE4. Can you explain why Unreal Engine was a good fit for the game?<br /> <br /> Garden:</strong> At the start of the project, there was little question we’d be using UE4. Adopting a new engine always has its hurdles, but the transition was very easy. UE4 was ideal for what we wanted MechWarrior 5: Mercenaries to be, and the project only became stronger as additional updates to the engine were released. <br /> <img alt="DeveloperInterview_-Mechwarrior_5_008.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fdeveloper-interviews%2Fmechwarrior-5-revamps-the-series-with-destructible-environments-refined-ai-and-advanced-procedural-levels%2FDeveloperInterview_-Mechwarrior_5_008-1920x1200-f033b00a22dec5ada16c40c4619cf1142e15c446.jpg" width="auto" /><br /> <strong>Does the team have any favorite UE4 tools or features?<br /> <br /> Garden: </strong>The Live Coding feature introduced in <a href="https://www.unrealengine.com/en-US/blog/unreal-engine-4-22-released" target="_blank">4.22</a> has been a useful tool for our engineers to quickly test isolated changes, and the Widget Reflector tool was very useful as we started to build some of our in-engine development tools that leveraged <a href="https://docs.unrealengine.com/en-US/Programming/Slate/Overview/index.html" target="_blank">Slate</a>. On the art side, <a href="https://docs.unrealengine.com/en-US/Engine/Editor/ScriptingAndAutomation/Python/index.html" target="_blank">Python support</a> was vital to our ‘Mech pipeline and optimization work, allowing us to automate and rapidly handle batch processing for tens of thousands of files.<br /> <br /> <strong>Do you have any development tips you can share with our UE4 community?<br /> <br /> Garden:</strong> Be vigilant when it comes to monitoring performance over time; the <a href="https://docs.unrealengine.com/en-US/Engine/Performance/Profiler/index.html" target="_blank">profiling tools</a> in Unreal Engine are your best friends. If you want to build something with multiplayer support, treat that decision as the highly-consequential decision that it is. It can be easy to lose focus on these two things if you’re in a state of rapid development, but losing that focus will make your life harder and the game less likely to achieve the goals you had in mind.<br /> <br /> Also, try not to reinvent the wheel. Over-engineering or over-designing a system that should be straightforward is unfortunate if you do it once, but potentially crippling if you make it a habit.<br /> <br /> <strong>Thanks for your time. Where can people learn more about MechWarrior 5: Mercenaries?<br /> <br /> Bullock: </strong>MechWarrior 5: Mercenaries is available on the <a href="https://www.epicgames.com/store/en-US/product/mechwarrior-5/home" target="_blank">Epic Games Store</a>. You can also check out the game at <a href="http://www.mw5mercs.com" target="_blank">www.mw5mercs.com</a>, along with on our various social channels including <a href="https://www.facebook.com/mw5mercs/" target="_blank">Facebook</a>, <a href="https://twitter.com/MW5Mercs" target="_blank">Twitter</a>, and <a href="https://www.youtube.com/channel/UCZFLqlJzvAMiEJjMGI-yWTA" target="_blank">YouTube</a>. <br />  AIArtDesignGamesMechWarrior 5: MercenariesPiranha GamesJimmy ThangTue, 10 Dec 2019 16:20:00 GMTTue, 10 Dec 2019 16:20:00 GMThttps://www.unrealengine.com/developer-interviews/mechwarrior-5-revamps-the-series-with-destructible-environments-refined-ai-and-advanced-procedural-levelsApollo 11 Mission AR Project Sample available now on the Unreal Engine Marketplacehttps://cdn2.unrealengine.com/Unreal+Engine%2Fblog%2Fapollo-11-mission-ar-project-sample-available-now-on-the-unreal-engine-marketplace%2FNews_Apollo11_THUMB-375x281-b234ae46ca6065f6683547d1117745caa42b7255.jpgBuilt for HoloLens 2, Apollo 11 Mission AR is an interactive experience that brings high-end PC visuals to mixed reality. Now released on the Unreal Engine Marketplace, users are able to witness a bird’s-eye view of many aspects of the historic Apollo 11 mission, and are able to gain insight into how Unreal can be used to create similar projects.Our recent demo built for the Microsoft HoloLens 2, “<a href="https://youtu.be/zfcnIrRlGy8" target="_blank">Apollo 11 Mission AR</a>” offers a bird’s-eye view of many aspects of the historic Apollo 11 mission, including the launch itself, an accurate model of the Saturn V, a detailed reenactment of the lunar landing, and a look at Neil Armstrong’s monumental first steps on the moon—all reconstructed based on data and footage from the actual mission.<br /> <br /> Today we’re excited to be releasing Apollo 11 Mission AR as a project sample on the <a href="https://www.unrealengine.com/marketplace/en-US/slug/missionar" target="_blank">Unreal Engine Marketplace</a>, so that anyone can see how our special projects team built the interactive experience from the ground up using the latest Unreal Engine features, and gain insight into how Unreal can be used to create similar projects; whether you’re an architect needing to visualize a building in the field, a designer building a next-gen car, an engineer producing real-world safety simulations, or more. <div class="embed-responsive embed-responsive-16by9"><iframe allowfullscreen="true" class="embed-responsive-item" frameborder="0" src="https://www.youtube.com/embed/C7QbR2d8RNI" width="100%"></iframe></div> Using Holographic Remoting to bring high-end PC graphics to mixed reality, Unreal Engine enables the HoloLens 2 to display holograms of immense detail, far exceeding what is possible with edge compute and rendering alone. Apollo 11 Mission AR features platform-leading visuals, including 7 million polygons in a physically-based rendering environment with fully dynamic lighting and shadows, multi-layered materials, and volumetric effects–all streamed wirelessly in real-time from networked PCs running Unreal.<br /> <br /> Exploring and modifying this sample will help you learn how to:<br />   <ul style="margin-left: 40px;"> <li>Create immersive narrative sequences and triggered events </li> <li>Implement touch-based input and interactivity </li> <li>Utilize Holographic Remoting to display content streamed from PC over Wi-Fi</li> </ul> <br /> Unreal Engine features production-ready support for HoloLens 2 for all developers, with tools such as streaming and native deployment, emulator support, finger tracking, gesture recognition, meshing, voice input, spatial anchor pinning, and more.<br /> <br /> Many thanks to our collaborators on this project, including ILM Chief Creative Officer John Knoll, space historian Andrew Chaikin, and our partners at Microsoft.<br />  AerospaceARHoloLensMicrosoftMRTraining & SimulationVisualizationBrian SharonMon, 09 Dec 2019 18:00:00 GMTMon, 09 Dec 2019 18:00:00 GMThttps://www.unrealengine.com/blog/apollo-11-mission-ar-project-sample-available-now-on-the-unreal-engine-marketplaceCyclone Graphics turns comics into animation with real-time renderinghttps://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fcyclone-graphics-turns-comics-into-animation-with-real-time-rendering%2FSpotlight_NoGunsLife_blog_thumb-375x275-4cdbd7eca2a44b2fc3b48ae6758d6badecbeb8c4.jpgTo create an animated version of the popular “No Guns Life” comic under a tight schedule, Japanese studio Cyclone Graphics tapped into Unreal Engine to render the backgrounds in real time. In the process, they not only met the deadline but discovered a real-time pipeline for future work.<em>No Guns Life</em> is a popular Japanese comic by Tasuku Karasuma about a cybernetic postwar world. The hero of the story, Juzo, went through an intense transformation during the war—his entire head was turned into a large gun, leaving him with no memory of his previous life. <br /> <br /> Juzo teams up with Mary, a sympathetic teenager, and takes on the role of both detective and vigilante. Together they fight against various enemies including the evil megacorporation behind his forced transformation. <br /> <br /> <em>No Guns Life</em> is full of rich visuals, social commentary, and plenty of dry humor. Recently, Tokyo-based <a href="http://www.cyclone-graphics.com/" target="_blank">Cyclone Graphics</a> was asked to turn the manga into an animated series, which is currently showing on broadcast networks in both Japan and the USA. <br /> <img alt="Spotlight_NoGunsLife_blog_body_img4.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fcyclone-graphics-turns-comics-into-animation-with-real-time-rendering%2FSpotlight_NoGunsLife_blog_body_img4-1640x1000-4b41c7552a0d7e0d501a928b608f632f1d5107c1.jpg" width="auto" /><br /> With just a few months to produce the series, the team decided to create the backgrounds with Unreal Engine. This enabled them to stay true to the detailed cyberpunk world of the comic while saving time in production. <br /> <img alt="Spotlight_NoGunsLife_blog_body_img12.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fcyclone-graphics-turns-comics-into-animation-with-real-time-rendering%2FSpotlight_NoGunsLife_blog_body_img12-1640x1000-e6d9b4ed3611284b3a7489794327e7f2c11bae4f.jpg" width="auto" /><br /> We caught up with Michiya Kato, Visual Effects Supervisor at Cyclone Graphics, to ask about this intriguing use of UE4. <h3><strong>Tell us about turning “No Guns Life” into an anime.</strong></h3> We were given this project by <a href="http://www.madhouse.co.jp/" target="_blank">Madhouse, Inc.</a> They’ve been around for nearly 50 years, and science fiction and hard-boiled detective stories are what they do best. <em>No Guns Life</em> has such a cool design and is so interesting that we thought it would make a great animated series.<br /> <br /> Madhouse asked me how I would make this anime. I noticed that the comics’ cyberpunk world view makes these comics really game-like, and I also saw that there were only a few kinds of objects in scenes throughout the story. Since we had very little time for pre-production and production, I considered that it would take detailed backgrounds to make it work. <br /> <br /> For this anime, we fused hand-drawn anime characters with CG backgrounds rendered out of Unreal Engine. Of course, we could have created everything in CG if we wanted to, but we aimed to keep the hand-drawn anime style unique to Japan.<br /> <img alt="Spotlight_NoGunsLife_blog_body_img13.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fcyclone-graphics-turns-comics-into-animation-with-real-time-rendering%2FSpotlight_NoGunsLife_blog_body_img13-1640x1000-833aa0d9b57149713c2a8e526f0663ec301ab314.jpg" width="auto" /> <h3><strong>Why did you choose Unreal Engine for the backgrounds?</strong></h3> For backgrounds made with precise modeling, rendering time was going to be the bottleneck. So we decided to use Unreal Engine for its high-quality rendering and quick turnaround.<br /> <br /> Unreal Engine has a useful collection of functionalities. It’s easy to use, and it’s easy to set up CG elements. UE4 gave us flexibility in the production process. <br /> <br /> Our purpose was to express the sophisticated world view of the original comics in a short period of time. So Unreal Engine, which allowed for flexible customization and a high quality of expression, was the ideal tool. We also love that it’s so intuitive, we could all learn it quickly.<br /> <img alt="Spotlight_NoGunsLife_blog_body_img2.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fcyclone-graphics-turns-comics-into-animation-with-real-time-rendering%2FSpotlight_NoGunsLife_blog_body_img2-1640x1000-74ce807af82516066f85c71b4b9467c153d66887.jpg" width="auto" /> <h3><strong>Tell us about the process of producing anime backgrounds with Unreal Engine.</strong></h3> In the comics, the world view had already been expressed in great detail, so we used the comics themselves as storyboards to save time. This also meant we could immediately list the objects that we needed to model while still at the script stage. <br /> <br /> As there was limited time for production, we started on the modeling tasks and scene setups with Unreal Engine right away, while our storyboarding staff worked out the production plan according to the modeling specifications. <br /> <img alt="Spotlight_NoGunsLife_blog_body_img10B.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fcyclone-graphics-turns-comics-into-animation-with-real-time-rendering%2FSpotlight_NoGunsLife_blog_body_img10B-1640x1500-213be9f24be27e018f51d38763615e20be78d65e.jpg" width="auto" /><br /> During the first stage of all our projects, we render original materials and do the color grading on composite software as image boards to show to the production staff. We had already finished the design of buildings and props based on the original comics before the image board stage, so all that was needed was to tweak the lighting and grading.<br /> <br /> Once we had scenes finalized and fixed, we set up dummy characters and a camera in Unreal Engine, and made cuts according to the storyboards. The production staff and the CG designers worked out the layouts and camera angles together. We found that with Unreal Engine, a single CG designer can set up the layouts and backgrounds for 300 cuts in a day.<br /> <img alt="Spotlight_NoGunsLife_blog_body_img6.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fcyclone-graphics-turns-comics-into-animation-with-real-time-rendering%2FSpotlight_NoGunsLife_blog_body_img6-1640x933-6b0b7084aac4f093e6a108c339c7bf74e28b9aa6.jpg" width="auto" /><br /> With all the camera angles set, we were ready for the animators to start drawing. In our pipeline, the animators draw on celluloid sheets laid over background images. The full intricacy of the <em>No Guns Life</em> backgrounds would have been too much for the animators to draw over, so instead we used shaders in Blueprints to output the backgrounds as line drawings just for them. To render the cuts, we developed an Excel-based batch rendering program. <br /> <img alt="Spotlight_NoGunsLife_blog_body_img7.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fcyclone-graphics-turns-comics-into-animation-with-real-time-rendering%2FSpotlight_NoGunsLife_blog_body_img7-1640x929-53fe3ebd5b76211f5224753d98327e7fc635db90.jpg" width="auto" /><br /> Once the hand drawings were done, we needed to composite the celluloid sheets over the CG backgrounds, which we did using compositing software. To adjust the feel and appearance of the CG backgrounds, we could output fog, occlusion, and color masks all at once from Unreal Engine, and adjust each of these elements in real time.<br /> <img alt="Spotlight_NoGunsLife_blog_body_img9.jpg" height="auto" src="https://cdn2.unrealengine.com/Unreal+Engine%2Fspotlights%2Fcyclone-graphics-turns-comics-into-animation-with-real-time-rendering%2FSpotlight_NoGunsLife_blog_body_img9-1640x934-8373c32435db4c99cde332fd4c1c76e9b7ed3647.jpg" width="auto" /><br /> Just as with the traditional animation workflow with 2D backgrounds, animators can start to draw right after the layouts are determined. So this new workflow has made it possible for us to maintain the same quality level, where details are fully expressed, while saving an astonishing amount of time during production.<br /> <br /> For us, the main advantages of the Unreal Engine pipeline are streamlined organization and extremely high-quality graphics. Our CG designers created fully detailed backgrounds for 4,000 finished cuts in less than six months, which is really amazing. <h3><strong>How do you see Unreal Engine affecting future projects?</strong></h3> We feel like we haven’t yet learned all the ways we can use Unreal Engine. For future projects, we challenge ourselves to use even more real-time techniques. <br /> <br /> Years ago, animes had impacts on games. Now, technologies that sprung from game development, such as Unreal Engine, are influencing animes. As we watch the unique Japanese anime/game culture mature, it&#39;ll be exciting to witness the new fusions of expression that come from combining the best of both worlds.<br /> <br /> <br /> Want to speed up your production process with innovative real-time techniques? Download <a href="https://www.unrealengine.com/en-US/" target="_blank">Unreal Engine</a> and start exploring the possibilities.<br /> <br />  Film & TelevisionArtBlueprintsNo Guns LifeCyclone GraphicsFri, 06 Dec 2019 20:00:46 GMTFri, 06 Dec 2019 20:00:46 GMThttps://www.unrealengine.com/spotlights/cyclone-graphics-turns-comics-into-animation-with-real-time-rendering