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