The tool is only a tool, but the important thing is the 'Epic ecosystem'

  • Topic: The future of content and the ecosystem of Epic Games

  • Lecture: Shin Kwang-seop-Epic Games Engine Business Lead

  • Field: Game engine, content

  • Time: 2022.11.17 (Thu) 12:00 ~ 12:50

  • Summary: The production method of interaction content such as various video contents and games is being integrated. There is an Unreal Engine at the center. Learn how Unreal Engine is creating a change and innovation in the production of content, and talk about how the content will develop in the future.

■ The production of content 'Wall' collapses -Movie, drama, animation, game nice to meet you There are many things that are called content that we are enjoying. There may be a game in G-Star, but we actually enjoy many video contents, such as movies, dramas, and animations. In the past, the production of interaction content such as video content and game was different. But now I live in an age when the production methods are connected through Unreal Engine. The wall collapsed.

I think we're in a unique environment. As I mentioned earlier, if the contents of such a video of such a media, the form of the image and the game with the actual interaction were actually slightly disconnected, they are all connected now, and this change means a new opportunity. And if it doesn't change in this new way, it's a time of connection that can be caught or disappeared.

Now, in Linear Media, we are now changing the way we are now produced by the name Virtual Productions. The first thing to talk about is the broadcast. Virtual Production XR (Expansion Reality) and MR (Mix Reality) show a lot of broadcasting and 3D computer graphics. It can provide immersive experiences that have not been shown before. There is no work to create a set, so you can also join the issue of important environmental protection these days.

The way of production of dramas and films is also in the age of innovation. It's a big movie or a drama, and it's a pre-biz. You can look back on how to shoot the set in advance and look back on how to shoot, or you can see the shooting plans as if there are some of the worlds that do not exist at all because they are VR. These previses have already been used in various contents such as Korean films such as parasites, victories, and sweet homes.

Human

If this has developed the existing ones into Unreal Engine, it is possible to do things that could not be imagined with Unreal Engine. There is an In camera VFX. VFX is over in the camera. Instead of going to the actual location, you do not shoot, but when you shoot with an LED or screen, you can apply computer graphics. Can.

Then I think it's an animation now. The role of Unreal Engine in the animation is very important. The movie, dramas and broadcasts I mentioned earlier are eventually coming out and computer graphics, all animations are all computer graphics. What is rendered with Unreal Engine is that the rendering is over if there is only one high-performance PC we know. You can save a lot of money and time, and for the creators, time and cost savings can make new things. Changing some objects or catching a variety of camera angle means that you can create a better quality animation.

The most important content is the game. We announced in January, and almost 50%of the next-generation console titles are made of Unreal Engine. The Callisto Pothook, which is produced by Unreal Engine, is also scheduled to be released, and games such as Odin and Lineage W, which are already successfully serviced in Korea, are also made into Unreal Engine. This is the same extension. The tool is just a tool. After all, it is important how creators can freely make the world I want. So you use a lot of Unreal Engine to provide it.

Movies and animation producers are not finishing in the video production we see with our eyes, but are going to be the era where we can create enough content that contains interaction elements. Originally, the game that comes out these days is actually showing a movie-level cinematic. While creating video content in Unreal Engine, you can also expand the content that allows real-time interactions.

■ Unreal Engine 5.1 -Equal quality experience

Our mission is our goal to build a world where everyone can create this real-time 3D content and experience. The important factor in that is now 'tool'. Yesterday in the morning, the Unreal Engine 5.1 version came out. There was a huge update. We will explain what features have been added, and we will talk about our direction. Unreal Engine is an engine developed together. Unreal engines allow you to receive full source code. If you are here and the names you see here, those who have suggested modifications for updates in 5.1 or have made and provided some features.

You can see that the demo or video of the Unreal Engine shows that it shows ridiculous quality rendering. The core function that achieves them is Nanite, Lumen, and Virtual Shadow Map. Nanite is a system that renders a lot of polygons created by artists in real time. This provides a really realistic rendering accuracy. In 5.1, we use Laceration to help them render in real time. I think there will be a variety of high-quality forests.

Lumen expresses beautiful light. Many artists have dreamed of. It is possible to actually have a world where reflective light is expressed naturally by the light layout. The engineer in charge has been studied for more than 10 years. Light scattering expressions can also be done, and when composing a realistic scene, glass-like materials such as frames can be rendered so that more realistic reflections can be made. I also paid a lot of attention to the open world production tool. When the Open World Production Tools have a large world that will be played, there is a memory limit, so there must be various technologies such as loading and uploading assets to match that. The world partition function is automatically dividing the area to make it possible to load and upload in cell units. We also considered what many people can collaborate, that is, convenience of production.

Another important factor is audio. The audio doesn't fall out when we're not immersive or realistic or hit. Unreal Engine has a procedural audio generation function called Meta Sound. You can bring your existing audio sources or synthesize to create new sounds and these things in real time. When making game play, audio is actually a bit uncomfortable. I make a game and ask you to put audio later. In fact, it's a very difficult environment, and in that area, we now support them to make it more organically through features like audio game play volume.

The next thing I'm going to introduce is digital human technology. Digital Human technology is no longer distinguished whether it is a person or not when we see photos or this. At the moment of moving, you can find out whether it is a person or not, and the animation must be realistic for the immersion of content. When making animation, you have to go back and forth a lot of external tools. If you need to modify it, you went out, modified it, and brought it back, and developed it in a direction to reduce these things a lot. There are many features, but there are also settings that allow you to move only the parts I want to move, or to recycle the existing animations to other characters.

It's a good feature and conveniently made. Always so. Debugging is required. When creating an animation, you can do it all at once with a movie or all motion capture, but the game is made by repeating or combining small animations. So, this blending is always a problem. Why is this the result, why are you jumping like that when you jump? This rewrite debugger is a record of all animation information by pressing and playing the recording button when playing the game. So I can turn it back again. So you can see how the animation blending tree is like that. We also offer some of the parts that make it really fast and easy to identify animation problems so that better quality animation results can be achieved.

Then now, the procedure riding is entered. When I make a character, I do it. The first thing to do is skinning. Skinning is a rigor that comes up with a pattern, and you have to follow this plate when you move, and this plate is to follow, and you can do it in Unreal Engine. That's how it will be a procedure, and you can bring all the data to create a real-time riding point. If you make it like this, you can just do the same rigging at once. Because riding is very difficult, it is only good people who are good at it, so use the script and modify the details to improve productivity.

There is also a depoter. When we move our arms like this, we don't just move bones, but muscles move forward and back

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