~/talk

Fortnite Trailer Pipeline

Talkat Unreal Dev Day Montreal 2017 · on Monday, 2017-10-09· [creative-coding]
links:none on file
slides:none on file

A three‑minute cinematic trailer (six sequences, ~130 shots) is produced in ~20 weeks by teams of 5–20 using Unreal as the final‑pixel renderer; production enforces a 24 fps 41.6 ms budget, exports FBX/ABC and Olympic caches to Maya for animation, converts heads to GPU morphs, and upgrades game assets to ~185k triangles per hero character. Sequencer becomes the production hub, lighting stays dynamic for director control, exports are image sequences and conforming remains manual but successful.

AI-written summary · about

  1. 0:00Introduction and context
  2. 2:58Real-time tech examples
  3. 4:15Fortnite trailer project
  4. 6:15Trailer screening
  5. 9:20Project goals and tools
  6. 11:33Traditional production phases
  7. 13:34Modern production workflow
  8. 15:27Methodology comparison
  9. 18:48Typical animation pipeline
  10. 21:14Fortnite project pipeline
  11. 24:21Pipeline differences
  12. 27:19Mocap and rough layout
  13. 29:09Sequencer and shot creation
  14. 30:33Refining and version control
  15. 32:37Maya integration
  16. 34:52Sub-level organization
  17. 37:35Asset enhancement
  18. 40:07Facial rigging and animation
  19. 42:28Animation outsourcing
  20. 44:36Lighting and scene polishing
  21. 46:54Effects and post-processing
  22. 50:44Final output and conforming
  23. 51:31Q&A session
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