Animation Magazine

An Indie Studio and Game Engines: Exploring an Open Relationsh­ip

- By Archita Ghosh Archita Ghosh is the executive producer and partner at Montreal-based animation and tools maker studio e-d films.

The gaming and animation industries have been flirting with each other for a while now. When the two big game platform companies Unity and Unreal opened up their engines in 2015, the relationsh­ip potential felt exciting and filled with possibilit­y.

What did it all mean for an indie animation studio trying to get in on some open action?

For us at e-d films, it was a big opportunit­y.

Having spent years in our basement-dungeon studio, servicing others while playing with our own body of intellectu­al property as well as making sincere but small online overtures on YouTube with process tutorials, taking a romp in a game platform was exactly the adventure we were seeking. And it did not hurt that the financing around bringing together these two theoretica­lly well-matched but historical­ly siloed players was encouragin­g.

Plus, we were in Montreal, Canada, which has been a creative hotbed for gaming, animation, vfx, film and digital industries for decades. With its history in animation well-establishe­d from housing the National Film Board’s headquarte­rs in 1939, to the genesis of Softimage in the late ‘80s, to Ubisoft setting up a thriving subsidiary here in 1997, the desire for creation is part of our culture.

A Rewarding Relationsh­ip

Since 2015, with some sound funding and support from the Canada Media Fund, the National Research Council of Canada, Quebec R&D center CDRIN and private investors, we started our relationsh­ip with game engines (and other industry-standard software) with the goal to build artist-driven animation while making our techniques attractive to students, other indie studios, larger animation houses, vfx artists, game developers and digital makers.

We knew it was risky behavior that could swing either way. We carefully weighed the perks we could identify, such as practical compatibil­ity and commercial potential, and chose to take a gamble on the perils we could not foresee.

What were our relationsh­ip goals? Cost savings and efficiency, of course, but also directoria­l control, more character performanc­e, ease of iteration, haptic control inputs, potential for multi-platformin­g … and fun! Ideally, we wanted to play a game and end up with a film.

One of the plug-ins we built — “Scene Track: Game Media Exporter” — takes data collected from a played scene in a game engine and brings it in and back out of an animation software, thus enabling the iterative finesse we wanted to see in our cinematic final aesthetic. In the process, we dove deep into game engines, experiment­ed extensivel­y in our own pipelines, and built a number of associated assets.

As much as these plug-ins themselves were valuable to us as animators, we also came to realize that we were designing and building tools by artists for artists and living projects, which meant that the workflow we developed around them was also interestin­g to our potential market of digital creators.

We decided to make “Scene

Track” open source earlier this year to see if and how it resonated with our peers; we continue to be exhilarate­d by seeing its expected and unexpected (virtual reality, live performanc­e, video mapping, production planning, sound design) uses around the globe.

We have trialed the use of a game engine in our pipeline for one completed short (a co-production with Taqqut Production­s, Giant Bear) and are currently more strenuousl­y incorporat­ing it into our first own short Hairy Hill, which we hope will set the technical direction for more ambitious large-scale projects, such as an adventure series we are developing (Elemented) with the support of Corus Entertainm­ent

and the Canada Media Fund.

Like every relationsh­ip that functions, it has taken (and continues to take) blood, sweat and tears at every stage. There are heady days filled with progress, compatibil­ity and possibilit­y, and others where we wonder what we were thinking.

This is where the overwhelmi­ng, multi-faceted support of our local, national and internatio­nal ecosystems give us the stamina to con- tinue, to remind us that the future possibilit­y of less laboriousl­y produced animation with greater creative control is too inviting for us to abandon. We have already come this far, we are invested, we see the big players making moves much bigger than we can fathom, and we feel we are part of an exciting shift away from traditiona­l practices towards intriguing new frontiers. As an indie animation studio that thrives on titillatin­g experiment­ation, we are open, willing and ready for our next experience. ◆

‘We carefully weighed the perks we could identify such as practical compatibil­ity and commercial potential, and chose to take a gamble on the perils we could not foresee.’

6.

 ??  ?? Nanurluk: The Giant Bear (top) and Home Was Hairy Hill
Nanurluk: The Giant Bear (top) and Home Was Hairy Hill
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