ABSTRACT
For Justice League MPC faced the challenge of creating an abandoned city nearly twelve square kilometers in size, and for A Wrinkle in Time a fast-moving forest sequence that required rapid iterations with closely managed art direction. To deliver the high quality that viewers expect with the control that film makers require we needed procedural, extensible tools - but still allow for detailed artistic control. In this paper we look at how MPC leveraged real time game engines such as Unreal Engine and Unity to produce massive environments, and speed up the iteration cycle of complex VFX.
Index Terms
Accelerating film environment creation using game development tools
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