Two talks from GDC 2015 discussing production of The Last of Us.
An overview of upcoming features, enhancements, packages, templates and integrations, the different types of solutions Unity offers for film and animation, and a Q&A.
Speaker: Mathieu Muller, Sr. Technical Product Manager for Film (Unity Technologies)
- DCC Mesg Sync: live link to Maya, Max, Blender, and Motion Builder
- Alembic package
- Unscaled Blendshapes, negative blendshapes
- Multiple scene editing, Nested Prefabs,
- Nested Timelines
- HDRP (preview) – High Definition Render Pipeline,
- HDRP Shader Graph
- HDRP soft shadows, volumetric lighting, planar reflections, stack lit shader
- Global Illumination: GPU accelerated ray-tracing for Baked Lightmap (preview)
- Cinemachine: Auto-focus, Storyboard, Post-processing, Maya cameras, lens presets
- Post Processing Stack
- VFX Graph (preview)
- Unity Editor on Linux CentOS (preview)
- Licensing for closed networks
- Python Support for Editor (Windows, Mac, Linux)
- Recorder v2 as package
- Post Processing v3
- Fur and Hair material
- Blendshapes up to 16 bones per vertex influence
A crash course in working with voice actors to get the right read for your game. Voice Actor Sally Beaumont will walk us through a recording session, from script preparation to performance direction and what to expect from a professional voice actor on the day. Find the fun in this collaborative, creative process and gain the confidence to direct like a pro.
AdventureX is the only convention dedicated to narrative-driven games.
“While the topic of virtual cinematography has essentially focused on the problem of computing the best viewpoint in a virtual environment given a number of objects placed beforehand, the question of how to place the objects in the environment with relation to the camera (referred to as staging in the film industry) has received little attention. This paper first proposes a staging language for both characters and cameras that extends existing cinematography languages with multiple cameras and character staging. Second, the paper proposes techniques to operationalize and solve staging specifications given a 3D virtual environment. The novelty holds in the idea of exploring how to position the characters and the cameras simultaneously while maintaining a number of spatial relationships specific to cinematography. We demonstrate the relevance of our approach through a number of simple and complex examples.”
Associated paper: https://hal.inria.fr/hal-01883808v1