3D World

Ninja Theory hellblade

Kerrie Hughes hears how game engines are being used in new and interestin­g ways at the studio

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Last year, Ninja Theory wowed audiences at GDC and SIGGRAPH with demos of its upcoming action video game Hellblade: Senua’s Sacrifice, which showcased incredible real-time motion capture technology.

The project, a collaborat­ive effort between multiple companies including Epic Games, 3Lateral, Cubic Motion and Ikinema, blew people away. “We showed the world that game engine technology isn’t just about making pretty pictures akin to what you’d see in a modern visual effects movie, but that it gives you a wealth of creative possibilit­ies that enable you to do live performanc­e,” says Kim Libreri, CTO at Epic Games.

Game-changer

From a creative point of view, this real-time technology is hugely exciting. But it also presents time- and cost-saving possibilit­ies that make it even more appealing. Whereas a traditiona­l games workflow involves shooting and taking up to six months to get the data into a finished scene, with this technology, artists can shoot and have editable data instantly. “The whole drive behind Hellblade was to find more efficient ways to do the things that we’ve been doing in the past,” says Tameem Antoniades, Ninja Theory’s chief creative director. “With this system, the guess work and finger crossing has gone.

Kim agrees: “No longer are you constraine­d. I grew up in the visual effects business, and you would wait for weeks or months to be able to see a result, and now it’s totally possible to produce amazing, interestin­g visuals interactiv­ely. It opens up the possibilit­ies of new types of art and reaching audiences with new types of spectacle.”

exciting experiment­s

Since the demos last year, Ninja Theory has continued to build on its real-time technology to both further develop its Hellblade title and delve deeper into other applicatio­ns it could be used for. “The tech we showed off at GDC and SIGGRAPH is something that we’ve spun off into this Senua Studio idea within Ninja Theory, where we are particular­ly focused on projects around realtime performanc­e capture,” says principal technical artist Matt Stoneham. “Taking it outside of the sphere of specifical­ly Hellblade and looking at other interestin­g applicatio­ns of this technology and process within live performanc­e.

“An interestin­g step we’re taking next is realising the realtime performanc­e capture within VR, which is something we’ve been experiment­ing with. We’re also looking at live streaming and real-time performanc­e capture

We showed the World that Game engine technology isn’t just About making pretty pictures Kim Libreri, CTO at Epic Games

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