GOLIATH - Virtual Production Short Film

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  • Опубликовано: 9 дек 2022
  • ‪@UnrealEngine‬ ‪@orbitalvs‬‪@silverdraft‬ ‪@EpicGamesStore‬
    Created using UNREAL ENGINE
    Starring JULIE ZHAN as 'Sparrowhawk' and GLORIA TSAI as 'Goliath'
    Written, Directed, Edited and Virtual Production Supervisor - DON BITTERS
    Produced By - LEAH ROBSON
    Cinematography By - LEO JAMARILLO
    Stunt Coordinator - MAX HEAVENRICH
    Tracking - MARK POLETTI
    Mocap Advisor - JAMES CROAK
    Sound Design and Mixing by - KYLE BOWES
    Music by JAMES VADER
    Visual Effects by 3RD FILMS (www.3rdFilms.com)
    GOLIATH made use of many innovations by the creative and technical minds on the project. These innovations made the wall more than just a background or set extension. It allowed us to change how we make a film, and opened up a world of possibilty for story telling.
    Live Mocap - More than just VFX
    Working with Unreal Engine and a motion capture suit, we were able to have our 20-story tall antagonist be more than just a CGI creature. It became a live performance, letting our live action actress and mocap actress (through the CGI creature she was inhabiting) interact and perform together in real time. No more acting against tennis balls or green screen. Actors can focus on acting again, with all the nuance and feedback of a performance preserved on screen.
    With live mocap we also were able to show scale unlike anyone has ever seen. Our entire LED volume could be placed on the Goliath's hand, allowing our mocap actress to control the world. Every move of her hand immersed us further in the world, whether we were soaring into the sky or being brought face to face with our giant. We were able to capture shots and moments that would have been incredibly complicated to do in post, all in camera, ready for the edit.
    Pixel Pitch and Stunts
    With a tight 1.5mm pixel pitch, we've reclaimed the stage. Traditional virtual production stages with wider pixel pitches limit how much of the stage can be used for production, and require much larger builds, as camera is required to maintain a 15-20 foot distance from the walls at all times. With our technology, we can be as close as 3 feet from the walls and still maintain fantastic visual fidelity. This allowed us to film fast action and stunts without worrying about breaking the illusion, or fighting the technology.
    Post Production Ease
    With so much control and flexibility, the speed of production was massively sped up. Over only 2 days we were able to film intense stunts, multiple locations and setups. And when pickups were needed, we were able to bring up the scene and shoot everything we needed in a mere hour, including a shot of our hero falling through the air, without any stunt required. A shot that would have been impossible to do in camera any other way.
    We also were able to bring the same assets used in production, the Goliath, the environment, and the motion capture animation data, and use all of it to save countless hours in post production. Now real time film-quality assets can be used not just for in-camera VFX, but post vfx as well. CGI shots that would have taken weeks with traditional workflows could now be completed in days or even hours.
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Комментарии • 19

  • @parellexion4851
    @parellexion4851 5 месяцев назад

    That's the kind the stuff I want to see more of!

  • @robertcummings1971
    @robertcummings1971 Год назад +3

    Shadow of Collossus on the big screen that's what's up!💯👍.

  • @creepyghostproductionz9026
    @creepyghostproductionz9026 Год назад +1

    🔥🔥🔥🔥🔥. Reminds me of shadow of the colossus.

  • @Rjmckinnon
    @Rjmckinnon Год назад +6

    Really really inspiring, stunning work !!!

  • @MarceloPlaysMusic
    @MarceloPlaysMusic Год назад +3

    Great work Don!

  • @arupsan
    @arupsan Год назад +1

    Very impressive … camera work is good

  • @BehindTheIronDragon
    @BehindTheIronDragon Год назад +1

    Great work!

  • @EpicallyCasual
    @EpicallyCasual Год назад +5

    Holy crap, this is so impressive :)

  • @RhiturongMultimediaVideo
    @RhiturongMultimediaVideo Год назад +1

    very impressive...

  • @Anim-Antx
    @Anim-Antx Год назад +1

    Impressive proof on concept Don!

  • @GTshortStories
    @GTshortStories Год назад

    Looks good.

  • @satishpillaigamedev
    @satishpillaigamedev Год назад +1

    exactly impression work,i wonder how I'd u guys manage to shoot her in the hands of the character 😀

    • @DonBittersIII
      @DonBittersIII  Год назад

      We used live mocap for the Giants performance, then attached the LED volume to the Giants hand in Unreal, which allowed us to shoot our actress as she stood on the back of the Giants hand!

  • @piddy3825
    @piddy3825 Год назад

    *_Goliath was a Cyclops_*

  • @marklavania3680
    @marklavania3680 Год назад

    Environment / CG work is great....but the character lighting is not upto the mark.....it does not integrate with the environment.