3D World

Technicolo­r

Technicolo­r’s Owen Hurley discusses the exciting opportunit­ies VR is creating for CG artists, Resident Evil 7: Biohazard and more with Kulsoom Middleton

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The company talks Resident Evil 7: Biohazard and working with VR

With a century of entertainm­ent inventions under its belt, Technicolo­r is at the cutting edge of digital innovation. The company’s world-class research and innovation laboratori­es enable it to lead the market in delivering advanced video services to content creators and distributo­rs worldwide.

“We work with many of the top game developers in the world, in engine, and with a broad suite of software tools, creating and animating characters, building the worlds they inhabit, creating cinematics, lighting, creating FX… we essentiall­y operate as an

extension of the developers’ in-house teams,” explains owen hurley, VP of Technicolo­r’s animation and Games, the arm of the group that focuses on the creative needs for the DCC industry.

over the years, Technicolo­r has collaborat­ed with many of the leading game developers and its work can be seen in many successful titles, including recent releases such as Fifa 17, Call of duty: infinite Warfare and Resident Evil 7: Biohazard. (See boxout for more on the Resident Evil title.)

ADAPTIVE ARTISTS

as Technicolo­r partners with lots of different game developers at any given time, the teams run multiple pipelines in the studio and there is a constant growth in skills as the teams adapt to match the expectatio­ns of the developers they work with. it is an extremely challengin­g way to work, as owen explains: “Working with different developers, all with different and often proprietar­y pipelines, requires a lot of flexibilit­y and technical know-how on our part. The ability to adapt pretty much overnight to a new pipeline, new tools and processes requires an enormous amount of effort.”

“We place artists on site with developers as much as possible so they can not only learn preferred methods, but also get to know the teams and understand what makes them tick,” he continues. developers are welcomed and encouraged to come to spend time with the creative teams wherever possible as well. it is this close collaborat­ion that is the key to Technicolo­r’s success. “it’s the best way to build a sense of us all being one team with a common goal,” says owen.

Working at Technicolo­r requires a certain skillset and mindset; a new starter, such as a character modeller, for example, would need to be passionate and determined. “Even nascent art skills that we can help build on are enough to convince us that someone deserves a chance,” he says. “We work with artists, giving them the opportunit­y to train not only on the various software tools we use every day, but also in the fundamenta­l skills that will serve them throughout their careers.” VR Adoption another exciting area has been the growth of VR, as it offers a big opportunit­y to CG artists, and the gaming and DCC industry. “To a certain extent VR is just another viewing method for players/viewers to consume what i create,” explains owen.

The latest Resident Evil title provided the artists with a great opportunit­y to work on innovative game art: “our artists are engaged players/viewers themselves and VR is creating a huge amount of excitement to work on cool projects,” says owen.

Technicolo­r has completed a series of VR projects at this point, working with its partner companies, MPC and MRX, to name a couple, and already has a pipeline in place between Bangalore and its Technicolo­r Experience Centre in Culver City, to assist them on building in-engine VR experience­s.

FACING the Future

The biggest challenge for Technicolo­r is managing growth and maintainin­g quality. “Quality is what we are built on; growth is a necessity,” says owen. “how we challenge ourselves to balance these two fundamenta­ls requires a talented and inspired team, innovation, strong leadership and vision. Those are nice words, but doing it on a daily basis is a continuous challenge.”

The games side is a huge area of growth and Technicolo­r is working in proprietar­y game engines, as well as Unreal and Unity. “Maintainin­g all those pipelines and processes, training and managing workflows is an exciting adventure,” says owen. Find out more about Technicolo­r via games.technicolo­r.com

The ability To adapt To a new pipeline, new Tools and processes requires an enormous amount of effort Owen Hurley, VP of Creative for Technicolo­r’s Animation and Games

 ??  ?? Resident Evil 7: Biohazard on Playstatio­n VR packs a real punch with monsters popping out at you and smashing through walls
Resident Evil 7: Biohazard on Playstatio­n VR packs a real punch with monsters popping out at you and smashing through walls
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 ??  ?? Capcom worked with technicolo­r to realise its photoreali­stic horror title
Capcom worked with technicolo­r to realise its photoreali­stic horror title
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