I am giving a talk at SIGGRAPH 2012 entitled ‘Film/Game Convergence: What’s Taking So Long?‘ where I discuss the inherent differences between games and film and go over a few case studies of projects that attempted to use a game engine for film previs. I also talk a bit about the development of our CINEBOX application, the decisions we had to make, and how we dealt with many of the issues previous attempts have run into.
I will be giving two more Studio Workshops this year, the first is a followup to last year’s Introduction to Python, entitled ‘Python Scripting in Maya‘. The other workshop is ‘Building a Game Level‘, which is the same basic workshop I gave last year where I show people how to make a playable game level in CryEngine in an hour. Studio Workshops are hands-on sessions where each attendee has a computer and follows along with the instructor. It’s a great chance for people of all ages to learn new things.
I can finally talk about something I have been working on in the past two years. One of the reasons I returned to Crytek was to push the use of game engines in linear content creation like film and television. On Avatar I saw how much time and effort went into layout, blocking, virtual sets, etc. The tools were archaic, the feedback loop was abysmal at times. In games we have to layout massive levels that people can roam through for 8-15 hours or more and CryEngine’s tools are some of the best for that.
I have been working as Product Manager with a small team of great guys, where I basically define the goals and backlog. It’s thrilling to finally get to see things like Catmull-Clark subd in runtime, or multi-channel EXR output, or Alembic support. It’s been really fun to define what the product is and prioritize features largely without external dependencies or politics, I thank Crytek for trusting me to helm such a project.
We had a live demo kiosk at GDC; check out the Cinema Sandbox Website for more info.
I will be speaking at FMX about CineBox and the whole idea of using game engines for previs and virtual production: The Long Road to Film / Game Convergence