IF YOU'RE NOT REAL- TIME YOU'RE HISTORY - W+K Basement
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W+K Basement W+K Wieden+Kennedy London We were all ready to go to print with this first edition when the world changed. A few weeks ago Corona was just a light beer we enjoyed with a wedge of lime in the neck of the bottle, we’d never considered how much toilet paper might be needed in case of a ‘lockdown’, and we’d never even heard of a furlough. However you look at it, the start of 2020 has been one of the most scary, surreal, unsettling, and game-changing periods in our lifetime. Whole industries have been upturned and the already blistering pace of digital transformation just got turbo-charged. The creative industries are adjusting to a new normal. Quick to embrace a world of stock footage, archive material, animation, small shoots with remote crews, and other techniques that don’t need large crews and risky travel. But these are stop-gap techniques. These aren’t the future of storytelling. It’s become clear that the advantages of real-time production only get amplified during turbulent times. Brands who’ve invested in vir- tual world building have been able to continue to produce outstanding content and experiences with minimal disruption from the pandemic. When your talent, locations, props, lighting, cameras are all virtual, incredible things are still possible. Travis Scott’s event in Fortnite is perhaps the biggest and most iconic example we’ve seen so far (more on p.32). Real-time was already one of the most exciting developments in creativity, technology and sto- rytelling. But in an accelerated and uncertain world it may have just become essential. This publication aims to give you a solid grou- nding in real-time production; what it is, how it works, and why you should take it seriously (whatever business you’re in).
HOW DID WE GET HERE? 08 DON’T THINK GAMES,THINK WORLDS! LEVEL UP! 26 16 MEET YOU BY THE SPEAKER ON THE LEFT WOW! I DI- 32 DN’T KNOW THAT WAS MA- DE WITH A GAME ENGINE 36 GAME ENGINES DON’T MA- KE GREAT WORK PEOPLE DO GREATEST HITS REIMA- 44 GINED W+K BASEMENT 46 EXPERIMENTS FROM BUI- 52 LDINGS TO BRANDS Q&A 56 4 BIG QUESTIONS 60 71 64 RESOURCES SOURCES 70
GLOSSARY Avatar An icon or character used to represent a player Digital Twin A digital replica of a physical property Real-time Production Production technique that allows rendering and outputs in a video game. e.g. car, place, person. to be instantaneous. Augmented Reality Emerging Technology Render Interactive experiences where Technology that is still in Process of generating images computer—generated objects the development phase or to create the final output, appear in the real world. Think whose application hasn’t normally in a single file. Snapchat filters, Instagram yet been defined. lenses and Pokémon GO. Unreal Engine Fortnite Game engine developed by Building Information Modelling Online game, developed Epic Games, used to power 3D digital representations by Epic Games, and played Fortnite and much more. of the spatial and functional by over 350 million people qualities of buildings, most worldwide. Unity often used in architecture Game engine developed by and construction. Game Engine Unity technologies, primary Software used in the competitor to Unreal Engine. CGI production of video games Short for computer-generated- to create 2D and 3D graphics. Virtual Reality images — any and all imagery A simulation, normally of created by a computer, Immersive Experiences 360 environment, with which normally in a game engine. An environment, often you can interact. Generated created in virtual reality, that by a game engine. Character Skin gives the illusion that you Customisable outfits or are part of and/or inside the Virtual Production appearances for your own experience allowing the user Production technique for character inside a game. to feel part of a brand. planning, visualising and completing scenes. Most Connected Device Motion Capture Suit (MoCap) often used when blending Physical objects that can A wearable device that digital and physical worlds. connect with each other. captures body movements. Your phone connecting with your watch is one of the simplest forms.
The evolution of the internet, social platforms, and 2007 saw the release of the first ever iPhone, the dissemination of information has fuelled our but it wasn’t till the iPhone 4 was released, and collective desire for instant gratification, instant Apple ended its exclusivity contracts, that things results, and instant content. We’ve been condi- really started to change 3. For the first time 3.2 tioned to need micro-installments throughout the million people in the UK had a 5-megapixel day. With eyeballs glued to screens, we search camera and video recorder in their pocket.4 out personalised, iterated, and reactive content. And at about the same time, Instagram launched. The current climate has ensured that the explo- Suddenly, not only did we all have a camera sion in virtual content will not slow down, or in our pocket, but also a place for our content to give in. We are now working virtually, socializing live, and the buzz of a community reacting to our virtually, and consuming virtually with unpre- photos instantly. cedented demand (Amazon is now making Today it is possible to make and publish $11,000-a-second 1). This demand for versions, ite- content faster, and at greater volumes, than rations, speed and scale, strains creative and ever before. People are reacting to the news, to production teams both operationally and fina- tweets, to each other, faster and faster and faster. ncially. Yet, even during societal shifts, creative TikTok, for example, was downloaded 2 million industries still hold on tightly to their ways. times in the US during the first week of their For example, it can take on average 12 days isolation in March, and a small family from North to get a single piece of content 2 to market, and in Carolina who coined “The Quarantine Olympics” some instances over a year for TV. They follow on the platform at the start of April are, at time the same release formats of two to four big of publishing, responsible for 63.6 million views. activity bursts a year, create rigid digital editorial Far surpassing even the best Covid-19 TV advert. calendars signed off months in advance; under Culture was once formed by brands, controlled normal circumstances a director search takes by those with big budgets, and distributed on TV- place, there’s a shoot, maybe a digital shoot, screens. Not any more. Culture is now contributed a separate out-of-home shoot, there’s pre-and-post to and developed by those who break formats, production, edits, grading and sound. Versioning react within moments, and have a video camera for platforms. And multiple translations for different in their pocket. audiences. And, all the while, people are looking We’re now competing against makers and to deliver all this, for less money. The answer is not content that isn’t trying to build a long-term brand, bigger whips, or removing the bagels from the on- that doesn’t have multiple stakeholders requiring set catering. sign-off, that doesn’t care about licensing, or While we’re scratching our heads, and analys- business affairs. All they have to care about is ing spreadsheets, our audience has moved on: making it good, and making it fast. they’re all glued to their phones chuckling at memes about that ungodly thing a politician did three minutes ago. 1. Neate, R (2020) Amazon reaps $11,000-a-second coronavirus lockdown bonanza, The Guardian 2. Adobe (2019) Branded Content Survey 3. Molla, R (2017) How Apple’s iPhone changed the world: 10 years in 10 charts, VOX 4. Ipsos. (October 1, 2018) Penetration rate of Apple iPhone in Great Britain from 1st quarter 2011 to 3rd quarter 2018, Statista, Statista Inc
TO COMPETE While mass culture was being flipped on its head, a quiet revolution was taking place in the back- ground. Game engines were gaining in power and WE NEED A becoming the primary way of creating digitally animated 2D, 3D, and immersive content. These tools and the gaming industry grew hand-in- TOTALLY NEW hand: an industry that is now bigger than music and movies combined. But for some strange and perplexing reason, many people in business still WEAPON dismiss anything connected to ‘gaming’ as niche. 20 It’s anything but. 18 One particular game engine that has been 19 getting a lot of attention recently is Epic Games’ 17 Unreal Engine. Now in its fourth iteration, it has been free for anyone to use since 2015 — from 16 students and enthusiastic amateurs to massive corporations. But there’s another reason Epic have been in the news a lot, they’re behind the largest grossing online game of the past two years, with 15 over 350 million players worldwide, Fortnite. 14 13 11 12 01 10 09 08 02 05 06 04 07 03 Production Upgrades 01 Faster Output 02 Multi-User 03 Multi-Output 04 Spatial Animatic 05 Platform Agnostic 06 Instant Feedback 07 Infinite Camera Lens 08 Crowd Simulation 09 Impossible Architecture 10 Virtual Casting 11 Playable Scripts 12 Otherworldly Physics 13 Dynamic 3D Type 14 God Mode Lighting 15 Slow Motion 16 Hyperspeed 17 Weather Control 18 Livestream Ready 19 Malleable Set Builds 20 Real-time Content
But the game is not all running around and offing your friends in novel ways. Fortnite has several ways for people to build on the game. There are basic variations in your character’s skin. There’s the ability to buy emotes, (dance moves used to celebrate throughout the game), which are even mimicked in the real world by goal-scoring Premier League footballers. And importantly there is the Creative Mode, where whole new islands can be built by players and collaborators. In much the same way that the iPhone and Instagram made us all photographers, Unreal Engine and Fortnite are turning people into high- end CGI artists. Whether they know it or not, 350 million Fortnite players are being trained in Unreal Engine. And, because Unreal Engine is completely free, and with training and support readily available, the journey from player to professional creator couldn’t be easier. This emerging phase of game engine techn- ology will signal the start of a new age of content creation and storytelling as photorealistic anim- ation, design, and graphics are created instantly, by anyone, anywhere. If the success stories of the past decade were defined by social media, and the iPhone, game engines and the content they power will define the businesses of the future.
As game engines become more advanced, Here, your entire project is live as soon as growing in power and output, they are being used you start, and any change is as simple as a few to create simulated, living, breathing worlds. clicks of a mouse. There is set up to do and, Leaps and bounds are being made in creative depending on your needs, varying degrees of industries that are not usually associated with crafting, however the world you create is there this kind of technology, from advertising, to local for everyone to see (and sign-off) at the start of weather channels and Hollywood blockbusters. the process, not the end. With a real-time production, changes made to anything and everything adjust in the moment. “Architecture, aeronautics, real estate Things that were once significant set-backs to construction, media film, marketing, auto timelines, such as character swaps or creative engineering — all of these industries are amends, sending teams and project plans spir- being revolutionized. There’s so much aling, can all be reset in the moment. The outputs more than just being a video game aren’t rendered over the course of days or weeks, maker that you can do with an engine.” you’re rendering around 60 times every second.6 Ricky Bennett, Director of Innovation and Partnerships, iD Tech Camp 5 “There is something very important going on with Unity and Hollywood that is going to impact media production A game engine is used to create everything dramatically in the coming years as needed for your story or experience - character, game production techniques begin environment, props, motion, cameras, effects, to supplant hundred-year-old narrative lighting, interactions, and data integrations. And entertainment production techniques.” other tools such as motion capture suits can be used to track movement of actors and attribute Charlie Fink, Consumer Tech them to characters (or anything else in the world) Contributor, Forbes 7 in real-time. ‘Real-time’ is a concept that may be hard to imagine for those more attuned to traditional production methods. In its simplest form, real- time moves everything from a physical set to a virtual world. 5. Plante, C (2018) Using ‘Fortnite’ to train the next generation of video game developers, Inverse 6. Wilson, M (2017) This Crazy New Technology Transforms Movies Into Video Games, Fast Company 7. Fink, C (2017) Unity To Disrupt Film And TV Production, Forbes
TRADITIONAL PIPELINE REAL-TIME PIPELINE Physical sets Virtual sets Time-intensive, slow renders Instant, always live renders Static Interactive Single use Multi use Fixed Iterative One-way Collaborative Artefacts Worlds Complete Ever-evolving
Because of this speed of rendering, game engines How much do you agree with the following statement? allow creators and producers to interact in real- (real-time rendering technology...) 9 time with the environment created, controlling look, feel, sound, and even narrative nuances. Speeds up processes This centralised approach, where the production- 82% factory-assembly-line turns into round table collaboration, ensures that every moment, and every decision made moves teams forward more quickly, pulling decision making out of post- production and into the day-to-day creative process. Drives faster iterations and revisions 82% “Usually, in post production you’re just giving notes. By the time that note gets from your supervisor, to the person in the department, to the person on the box, they’re just going off a checklist. With The Lion King, we would get the Drives better quality and outcomes shots back and instead of giving it a 81% layout note, we would pull it back up and then we just said, ‘Here, this is it,’ and then let them confirm it and do the render on top of it… it maximises the efficiencies, and also creates a sharper, Creatives, directors, and clients can work collab- more focused, collective of artists that oratively to bring a vision to life with no more are working on the vision.” need for extensive time lags between treatment and story reviews, long feedback cycles, pre- Jon Favreau, Director, The Lion King 8 production, post-production, or editing. Work doesn’t get locked in too early in the process and has the opportunity to grow and be shaped by Imagine the possibilities for advertising. Instead the team organically. of labouring over storyboards and animatics, we For other outputs, say social storytelling or can just grab the objects and characters we eCommerce, gaming engines allow us to reuse need from a 3D library and do a ‘rough shoot’. The core assets, in different environments, sizes, and process is then very simple, and iterations are formats, without the labour intensive design slog. typically focused on adding craft and quality, and As soon as everyone is happy, all the versions responding to feedback. There are fewer surprises. are available pretty much instantaneously. And if And there’s never a shot that didn’t get captured. you’ve got an eye on the future - VR/AR versions of your content can be output by default - which is pretty mind-blowing, no? 8. Failes, I (2019) ‘The Lion King’ and ‘The Mandalorian’s’ Jon Favreau is all-in on virtual production, real-time and LED walls, Befores and Afters 9. Forrester Consulting Thought Leadership Spotlight Commissioned By Epic Games (2018) Real-Time Rendering Solutions: Unlocking The Power Of Now
How much do you agree or disagree with While the shift toward game engines and real- the following statements? (Showing time production is perhaps perfect for current “Strongly agree” and “Agree” only)10 times: fewer meetings, more collaboration — with the best talent from anywhere in the world — Driving productivity through real-time rendering remote management, less scripts and a sea will improve our bottom line change in the post-production landscape, for many businesses it will mean an even more radical shift from being creators of brand 90% artefacts to curators of branded worlds. “We’re changing the landscape of what Visualisation is important to deduce design can be done with broadcast...providing errors before structures are built the ability to tell new stories, and it can be used by any business that wants to engage their audience with more 84% emotional stories.” Rob DeFranco, VP Sales and Development, The Future Group11 Visualisation is important when designing new structure and sites Whereas traditional models meant agencies were used for scripts, out-of-home ideas, and 77% activations, game engines mean there are opp- ortunities to create and become custodians of long-term immersive brand experiences. These universes will go beyond the scale we are used to It is important that we can produce highly realistic creating. There will still be characters, narratives, imagery with our visualisation technology and tone, but the scope will stretch to include if, when, or how the brand world responds to the audience’s every whim, how it interacts 78% with the environment it’s placed in or even how it responds to data and feedback loops — the possibilities in terms of placements and extensions will be quite literally limitless. The time it takes to render with offline solutions is a barrier to exploring creative choice 76% Key: 10. Forrester Consulting Thought Leadership Legs = Strongly Agree Spotlight Commissioned By Epic Games (2018) Real-Time Rendering Solutions: Unlocking The Power Of Now 11. Epic Games and Forrester Consulting (2018) Pushing the boundaries of possibility in media and entertainment Trousers = Agree
“If you’re watching an animated TV show, why shouldn’t you be able to change the costume on the Princess, or change the location, have a personalized experience – and share your version with friends?” Kim Libreri, CTO, Epic Games12 LEVEL UP!
hether you’re in the princess business or not, W here are four key opportunities available today. CREATIVE PERSONALISATION VARIATIONS Imagine a world where every piece of content Gone are the days when you’re stuck with the final can be adaptive and reactive to any form of data shot or the final edit. With a game engine you can or variable. shoot something once and then repurpose it for At a basic level this would mean your favourite multiple platforms, formats and campaigns. restaurant on Deliveroo can update ingredients Much like the power of personalisation, what in a video instantly to reflect seasonal change. if your work could easily be repurposed for social Or that the colour of the jumper in a film reflects and digital platforms? Or even more effectively local stock levels. contextualised in digital out of home? What if the Or, getting a little freakier: there could be same world could respond one way to the morning a virtual winner of Britain’s Got Talent with their commute on a Monday and totally differently to jokes, costume, name, hair colour, and entire Friday’s journey home? Or better yet, respond performance totally personalised to each of the to real-world events like the latest football score or 9.7 million viewers. election results in real-time? INTERACTIVITY COLLABORATION “One day soon, you’ll pause the NBA What if you could complement traditional sto- game, reach for the Xbox controller, and ryboard methods with game engine techniques? take over where the real players left off.” What if that difficult camera angle, or the intro shot that was just too hard to explain could be Mark Wilson, FastCo13 brought to life easily and in a digestible way for all? What if instead of waiting for post-production Being able to play along with live action or, even or a rough cut of something, you could make better, rewinding and taking over to rewrite the creative amends there and then? outcome of the game. Imagine being able to What if a CMO had an idea of how something replay the vital penalty in a World Cup shoot out. should look and feel, but needed to see it to What if a car ad on your TV dynamically featured understand the reality of how it could be envisioned? the model you’d been Googling in full cinematic What if a creative director had a vision of how 4K? What if your smart TV let you take over the a certain character should walk, talk, look? drive, experiencing the engine sound from inside Moments like these can be developed and the car? Letting you actually feel the acceleration! released in an instant. Oh, and it’d also be on mobile with no extra development time or cost. 12, 13. Wilson, M (2017) This Crazy New Technology Transforms Movies Into Video Games, Fast Company
GAME PAUSED RESUME GAME FACE INSTANT REPLAY HAIR EDIT PLAYER BODY SAVE JERSEY LOAD SHORTS HELP SHOES SETTINGS QUIT
MEET YOU BY THE SPEAKER ON THE LEFT
Summer 2019: Travis Scott plays to 50,000 fans at Wireless Festival London. Not even a year later MEDIA BEHAVIOUR and he’s playing to 250x that number during By opening up the event across multiple time zones his Astronomical event in Fortnite. Creating an and days, Epic reached a far larger audience than audience ten times larger than the biggest music last year’s Marshmello concert. And gave superfans festival in the world. the chance to experience the event multiple times. Those who have seen Scott perform before know The event was also designed to be streamed how elaborate and intense his shows can be. But and shared and spread. Instead of clamping down this was something much bigger. The performance on creators with takedowns and copyright infri- moved beyond replicating a real-world event inside ngements — the event encouraged creation and a game. Roller coasters, psychedelic effects, and sharing. Epic also promoted its financial feedback a giant spaceman joined a skyscraper-sized Travis loops, enabling creators to get paid directly for Scott walking across worlds. The audience was purchases made by their fans. free to roam / swim / fly around the gig; this was This environment allowed content to spread far a performance like no other. beyond the initial event. 29.8 million views of the Although the raw numbers (12.3 million watched content on TikTok. 75.5 million views on the Top 5 the first performance, and 27.7 million unique YouTube videos. Millions of mentions on Twitter. players experienced the performance in-game 72.7 million streams of Scott’s last four releases. 45.8 million times across all five shows) paint an And over 80,000 song downloads. impressive picture, this is about more than just the For most brands, the kind of free rights access scale of audience. It’s also worth digging into what Epic delivered would be unheard of, never mind this means for community and media behaviours. giving over control of the brand messaging and distribution of content and income streams. But COMMUNITY for this kind of access, reward, and recognition are becoming expected. Can you live up to that? The coverage of games in mainstream media has been mixed — but a consensus is forming that ADVICE FOR AN games can be a real force for good: allowing us to express our imagination and creativity, and allo- wing people to connect with each other in ways EVOLVED WORLD that other media can’t imitate. Events like this provide an opportunity for brands to Virtual communities are second nature to those deepen their engagement with audiences – existing who grew up online. But, as Fortnite, and other and new. And in a world where putting on large- titles like Call of Duty, Valorant, and Animal scale events might be challenging, moving them Crossing, grow in popularity, we’re seeing these online seems to make a ton of sense. environments become places outside of the ga- While building a massive cosmic Travis Scott and meplay where people simply hang out together. dropping him off in Misty Meadows is awesome, During the Astronomical event, friends could this isn’t about musicians, or Fortnite, or even games meet each other, virtually reacting to each other in general. This is about developing incredible new or the show together. There was a real sense of places to hang out, play and do stuff. But most of a shared collective experience. It had a time, and all the big opportunity is creating massive shared a place, and a real sense of “being there”. experiences that blow people’s minds.
WOW! I DIDN’T KNOW THAT WAS MADE WITH A GAME ENGINE
BROADCAST THE MANDALORIAN GAME OF THRONES The latest Star Wars spin-off on Disney+ has had With the bar for epic visuals rising with every new the internet awash with Baby Yoda memes and production, and audience expectations for Game cites Epic Games and the Unreal Engine in its of Thrones Season 8 off the charts, Third Floor, credits. After the success of using Unity on The a visualisation company whose work includes Lion King, director Jon Favreau turned to Unreal. Avengers: End Game, expanded their services to This time the team created environments as if include pre-visualisation so the Game of Thrones they were locations or sets and projected these team could explore and stage complex and grou- onto LED walls that changed based on a camera’s ndbreaking scenes. From the position of a dragon in position and lens. Because the LED walls replaced a throne room to the final showdown at Winterfell, greenscreens, actors had locations and enviro- Third Floor and Game of Thrones directors worked nments to instantly engage and interact with, together to recreate key moments using the Unreal making for much richer storytelling. Engine and VR. The flexibility, experimentation and constant feedback the game engine gave allowed the team to populate worlds at a click of a button “It would fool people. I had people come by and increased creativity across all departments. the set from the studio who said, ‘I thought you weren’t building this whole set here’ and I said, ‘No, all that’s there is the desk.’“ Jon Favreau, Creator, The Mandalorian14 RUN HBO’s new show Run takes advantage of real- time production toolset ThruView (from Stargate THE WEATHER Studios) which uses real-time rendering, interactive footage, 4K screens, and connected lighting to CHANNEL dynamically control the view from 40 train windows covering 3,000 shots. The Weather Channel creates live, interactive storm simulations that respond to data during natural “It really is such a radically different disasters. Some of their original work of this type has approach than what you would normally been viewed over 37 million times on social media, do. We now say, instead of ‘fix it in post’, representing nearly a billion media impressions over it’s ‘fix it in prep’.” the past year. By the end of 2020, the channel wants 80% of its broadcasts to include this style of work. Sam Nicholson CEO, Stargate Studios15 Image courtesy of Industrial Light Image courtesy of The Third Floor Visualization & Magic / Lucasfilm Ltd 15. Failes, I (2020) ‘Run’ and Real-Time, Befores 14. Failes, I (2019) ‘The Lion King’ and ‘The and Afters Mandalorian’s’ Jon Favreau is all-in on virtual production, real-time and LED walls, Befores and Afters
SPORTS FOX SPORTS FOX SPORTS WITH NASCAR WOMEN’S Fox have been using the Unreal Engine since 2018 as their virtual set for NASCAR. The set is actually WORLD CUP a small corner of their studio in Charlotte, North Carolina but the realism and versatility delivered “If Fox Sports needs to move on to by Unreal makes it often feel like the hosts are another show for the next hour, the whole right on the NASCAR track. thing can be swapped out in minutes, and without any literal heavy lifting.” “In the past, virtual sets were used as a cost- Billy Steele, Senior News Editor, Engadget 17 saving venture, but with new technology – specifically what we’re doing with the Unreal Engine – the level of realism that The same technology that was used to create you can achieve opens the doors to so the studio for NASCAR was used again in the much more. You’re not limited to a space, Women’s World Cup. This time, by recreating and you’re not limited to graphics to Paris landmarks, such as the Eiffel Tower, as convey story-lines during your shows.” well as stadium shots, it was possible to capture perspectives that would have otherwise been Zac Fields, Senior Vice President, FOX Sport 16 lost for audiences across the world. Branded on- air graphics were also dynamically updated and responded to data in real time. Image courtesy of FOX Sports and Zero Density Image courtesy of FOX Sports and Dekogon Studios 16, 17. Steele, B (2018) Fox Sports’ new virtual studio runs on Unreal Engine, Engadget
AUTOMOTIVE OTHER AUDI SHOWROOM THINGS EXPERIENCE WE Audi’s latest digital and showroom configurator was developed in house with Unreal Engine experts. The latest iteration makes every vehicle totally LOVE customisable across every variable and output – from marketing materials to in-showroom cata- The FBI trains new recruits using ‘choose your own logues. This also means that whenever anything on adventure’ style simulations created and automa- the vehicle changes, for example, new headlights tically updated with game engines. or new colour-ways, the Unreal Engine automatically updates all files across all touchpoints. HKS, a global architecture firm, uses game engines to bring sport stadiums – between 1.5 and 3 million square feet – to life for clients including structural HARLEY-DAVIDSON details, lighting, shadows and reflections, and even thousands of fans. Harley-Davidson, Theia Interactive and Autodesk University teamed up to allow people to walk around and interact with a virtual life-sized mot- orcycle using the Unreal Engine and AR. Viewed through an iPad, the AR demo let participants swap between the vintage rusted Harley, which was there in real life, and a fully-restored AR version with near perfect visual realism. Image courtesy of Audi Image courtesy of HKS, Inc
GAME IAIN TAIT ENGINES DEREK 46 LUI 52 DON’T MARC MAKE WINKL- GREAT HOFER 56 WORK RYAN PEOPLE STAAKE 60 DARREN DO O’KELLY AND NEIL DAVIES 62 ALISTAIR THOMP- SON 64
GREATEST HITS REIMAGINED IAIN TAIT –ECD, Wieden+Kennedy We thought it might be interesting to take three projects from the W+K archive and attempt to reimagine them through the lens of real-time. What would we have done differently and, more importantly, what new creative opportunities would emerge? Apologies to all of the people behind all of these amazing projects for taking liberties with your brilliance. OLD SPICE – RESPONSES With a motion-captured Old Spice Guy and a virtual bathroom, thousands, if not millions of personalised responses could have been created. Using machine learning each one could be tailored to the recipient. And just imagine how many people would have dusted off their forgotten VR demo headsets to get into the shower alongside the man your man could smell like (if he had pores and wasn’t a 3D model).
HONDA – TYPE R When this came out people loved the fact that solid craft and storytelling had been fused with interactivity in a seamless way. Film geeks loved it for its interactivity. Interactive geeks loved it because it was so filmic. I’m not sure I’d try and mess with this winning format too much. But two things spring to mind. From a production and cost point of view it’s interesting that once you’ve built one side of the story, adding subsequent sides becomes comp- aratively trivial with this new workflow. Swap the car colour, swap the lighting, switch a bunch of models (characters, cars, buildings, etc.), and you’re away. Secondly, the original experience perhaps suf- fered from a lack of portability. It only lived in one place. Now we’d be able to publish it to myriad platforms easily.
THREE – PONY MIXER When this little Pony moonwalked across our screens to Fleetwood Mac, the world fell in love. And millions of people went on to create their own customised films via the Pony Mixer. Now we’d be able to make the personalised versions as high quality as the TV, and have literally millions more variations and options to play with. We’d be able to make the Pony dance in time with whatever it hears on your phone. The Pony would be a moonwalking Instagram or Snapchat Lens. There’d be digital out of home ads with the pony moonwalking past local landmarks. There’d be a living breathing moonwalking pony in every Three store window. There’d be AR ponies moonwalking wild. Basically: if you want a CGI character or characters to slay in a multi-channel world, game engines are your new jam.
W+K How do you think real-time What would be your dream production will change your real-time project? work over the next year? I would love to create an BASEMENT Between the ideas in my head always-on news channel where and a finished project, there’s we respond to pop culture always a huge chasm. Clients immediately through virtual EXPERIMENTS might not get the vision. characters made in the Unreal Storyboards don’t do it justice. Engine. Imagine Twitter and And oh, what if that dog was Instagram accounts where we a lizard instead? The beauty of never post text or flat images, real-time production is that we where a puppeteered news DEREK LUI – Creative, W+K Basement can direct, cast, and pace out a film while we’re writing it. The vision becomes more tangible. anchor can respond in real- time to followers. Collaboration becomes easier – people don’t just comment on a script, they can pick up a virtual camera and actually explore the world. How did you feel about the experiments [MoCap, Head- master] that we’ve done so far this year? I am obsessed with ‘God mode’ games like SimCity, Rollercoaster Tycoon and more recently, Minecraft. They satisfy hypothetical diabolical scenarios in my head: what if I unleashed a thunderstorm on this hyper speed ferris wheel? These real-time experiments gave me the same controls, but through the lens of writing and art directing.
W+K BASEMENT EXPERIMENTS BEACH_FITNESS_AR93.jpg BASEMENTTT.jpg BEACH_FITNESS_AR92.jpg Derek Pig Face Simulation headscan_tony.jpg BEACH_FITNESS_AR95.jpg BEACH_FITNESS_AR94.jpg headmaster_still01.jpg headscan_ben.jpg installation.JPG normalmap_plant.png INSANITYCAM012.jpg DYNAMICTYPE_SOCIAL46.jpg INSANITYCAM011.jpg DYNAMICTYPE_SOCIAL42.jpg CAR.jpg immersion principles.png DYNAMICTYPE_SOCIAL43.jpg INSANITYCAM010.jpg IMG_7227_Original.jpg CLOSE_ENCOUNTER.PNG Juan Deer Shooter test.m4v MOCAPSUIT_VRTEST002.jpg JP_camerarig.JPG refurbished.jpeg IMMERSIVE_DREAM_HOMEV3.jpg IMMERSIVE_DREAM_HOMEV5.jpg MOCAPSUIT_VRTEST003.jpg IMMERSIVE_DREAM_HOMEV6.jpg MOCAPSUIT_VRTEST004.jpg JP_prototype.jpg MOCAPSUIT_VRTEST005.jpg IMMERSIVE_DREAM_HOMEV4.jpg pounder.jpeg INTRIGUED? MOCAPSUIT_VRTEST006.jpg IMMERSIVE_DREAM_HOMEV7.jpg SPACE_ODDYSSEY16.jpg Wondering how the world of real-time production and game engines can transform your business Screenshot 2020-03-13 at 16.01. SPACE_ODDYSSEY17.jpg or project? Or are you already working in this MOCAPSUIT_VRTEST007.jpg space and think we might be able to make some thing amazing together? scanassets.PNG We are excited to talk to you and have a number of partnership opportunities available to discuss. SPACE_ODDYSSEY18.jpg Visit wkbasement.com and start a conver- sation. But, no pressure. If you’re not quite ready to talk, follow W+K Basement on Instagram. We’ll tony-expression-v262907.png stroke your eyeballs until you are. skeleton.png SPACE_ODDYSSEY19.jpg
FROM I started my career as a researcher in the field of architecture at The Bartlett UCL and TUIBK. I joined in the middle of the greatest trans- BUILDINGS formation of the construction industry since the industrial revolution. Gone were the days of the architectural draw- TO BRANDS ing board, instead everyone was talking about Building Information Modelling (BIM). Think of it as a malleable 3D model of a future building. Every party involved collaborates on the same model that lives in the cloud and is updated MARC WINKLHOFER – Real-time Specialist, W+K Basement in real time. If the client decides to increase the floor space by 10%, the BIM instantly calculates an updated cost estimate. Architects, urban planners and engineers immediately see the new shape of the building to re-evaluate aesthetic decisions, conformity with master planning and structural integrity and even on site construction workers (thanks to Augmented Reality powered by BIM) can see in real time how a change impacts their tasks. Large-scale building projects are often in development for over a decade costing billions of pounds and have a multitude of errors through miscommunication with drastic knock-on effects. In the UK, it’s estimated about 35% of a constr- uction budget is wasted on planning mistakes. That’s potentially hundreds of billions of pounds a year saved through adoption of BIM. So why isn’t everyone doing this? For all their potential, standard BIM solutions have limited aesthetic capabilities. The technical diagrams that a structural engineer needs are quite diff- erent from a stunning visualisation that wows stakeholders and customers. Game engines to the rescue! It’s now possible to import any 3D content into video game engines like the Unreal Engine and create photorealistic content in real time.
By combining BIM data and game engine rendering, have on businesses and propelled my interest in live building information becomes inseparable their application beyond buildings. from a spread in a glossy magazine. Clients There’s a huge opportunity to take the lessons love this, because rather than responding to ab- from this world, and apply them to how we build stract cross-sections or photoshop mood-boards, advertising and brand experiences. By giving they can literally walk around the final design the whole team access to more visual, malleable before a single brick is laid. All with the re- and tangible assets, you can not only reduce assurance that behind the scenes every technical miscommunication and costs; you can unleash detail is 100% accurate. higher quality outputs across more channels Architecture opened my eyes to the trans- than ever before. formational impact that these visual tools could Scandinavian House courtesy of www.3darchstuffs.com
Q&A RYAN STAAKE – Director, Riff Raff Films What excites you about real-time? Maybe they’ll be shared exper- I think the biggest advantage iences we can explore and control to real-time is that it allows the together. There will definitely be creation of spatial content that much more of a spatial sense of can transform to the use case what the internet is, and what it and device that it’s viewed on. means to collaborate with people View a piece on your phone and online. As it currently is, it’s it might live as AR on your table. such a non-place. I also think the View it in a VR headset and you’re worlds of film and gaming will potentially inside it. View it on a merge more and more. standard 2D screen like a laptop and it might resemble something What type of industry would more conventional. In short, benefit from real-time the medium of real-time content techniques? In what ways? can gracefully morph to the I sometimes wonder if humanity’s context in which it’s viewed. rampant desire for consumption could be slowed down thanks to How is it transforming real-time content. What if you can storytelling? get the same appreciation from a Just look at the gaming industry— 3D pair of shoes that you can from games offer incredibly immersive, a new pair of real shoes? rich and deep stories. Gamers are much more invested in the arch As this technology becomes of the story as they have agency mainstream and accessible, how over the central characters. do you think people will apply it? To me this makes storytelling I think we’re already seeing for real-time a bit more of a it normalise as the world has collaboration between writers, quickly embraced the creation directors and the audience. of AR face filters. How do you think it will be used You can take five 3D models to a 10 years in the future? desert island, what do you pick? There will be a Netflix of imm- Cube, Sphere, Torus, Cone ersive real-time experiences and Cylinder—from these basic that can be tuned to your tastes. objects I shall make all objects!
Q&A DARREN O’KELLY AND NEIL DAVIES – Founders, Untold Studios What excites you about real-time? How would you explain real-time Ideas are quickly transformed production to an 8-year old? into results. Camera moves, lens Real-time production is like choices and lighting can all be having your own film set that explored instantly, fast-tracking you can move around, travel the creative process and bre- through and change instantly. aking down traditional barriers. You could have dinosaurs cau- Real-time technology used on-set sing mayhem in New York or can be a game changer, allowing create your own fairytale cloud the director to frame up and kingdom - the possibilities are direct CG assets live. endless and you are free to create whatever you can imagine! Where do you see challenges? The ultimate challenge is for You can take five 3D models to a real-time to replace the trad- desert island, what do you pick? itional workflow, and with Years of industry experience have technological advances hap- taught us that any emergency pening rapidly, challenges like 3D pack only needs: a human, a hair, fur and fire are quickly generic four-wheeled car, a flock becoming a real-time reality. of pigeons, and a 3D model of planet Earth. How has it transformed storytelling? Once you’ve built your real-time environment, a bit like building a set, you are free to explore endless storytelling possibilities from a cinematic point of view. Ideas and options can be generated very quickly and to a higher visual standard than would otherwise be pos- sible using traditional pre-vis.
Let’s start by explaining a little about Epic Games/ Unreal Engine, and Tim Sweeney’s, vision of the future. We’re very much orientated towards Unreal 4 BIG being the foundational tool for the next gener- ation of the internet. Think about it as the ability to move 3D content between different media QUESTIONS and forms. Essentially, that means you build a piece of software but you’re actually moving toward powering immersive, socially connected exper- iences. This ecosystem - or metaverse, as some ALISTAIR THOMPSON – Head of Innovation Lab London, Epic Games might call it - is a huge part of our belief system. You can only make something broader and better if lots of other creators are able to exist, co-exist, in that ecosystem collaboratively. This approach to collaboration, to co-existing all together as creatives, means we are not chasing the short-term financial gains a lot of companies are. If we were motivated by money or fame, we’d have done something different ages ago! We’re able to act like this because Tim is the controlling shareholder of a company with a vision and belief system that this is inevitable. That this sort of real-time based metaverse, for want of a better description, this is what will happen eventually. But, let’s try and do it in the correct way. This means, doing it with a sense of community, a sense of open source, not only supporting the big corporations but actually making sure it supports everyone. I guess that comes from the original community vibe of the internet and gaming.
Can you talk a little more about gaming, and how Taking a step back from this metaverse idea, what that relates to broader culture? It’s often overl- are some of the unexpected ways you’re seeing ooked by our industry. Unreal Engine being used? So, what has happened with the original spirit Obviously our carbon footprint and the of the internet is: social media, and how the climate emergency is massive at the moment. It’s internet has grown, has slightly skewed our reality. exciting hearing from people who are using real- The internet relies on text and messaging and it’s time technology to host virtual concerts and make all sort of fairly anonymous engagement. You’re movies, for example, or ways of engaging with not travelling anywhere, you’re just sort of being people, without massive strain on the environment. given information. I’ve also seen it used to simulate the processing Whereas the gaming community is much of pharmaceutical drugs, on a microscopic level, more akin to how we normally live. People who and they were doing that virtually across time zones. aren’t gamers or have never gamed don’t think of Headsets and virtual reality are used for it this way. But those who are gamers get it imm- training programs, or creating learning systems for ediately – it’s actually just another form of a social autonomous vehicles. A lot of work is happening friendship group. You’re hanging out where you around virtualised environments. You can’t send want, you choose who your buddies are. And cars out on to millions of miles of road, that’s just importantly, you recognise and empathise with not practical, so you virtualise that and use AI those people. You’re engaged with them and their within the context of the Unreal Engine to start to avatars and now, their voice. Your empathy learn all these things and react to the environment. levels around voice are much higher than they There’s also some exciting architectural and are to text. spatial projects happening, using lots of digital You pick and choose where you go and what twinning of cities or spaces. There’s a fantastic you see and what you do within your chosen story of a guy at a major automotive company timeframe. So, you don’t have to be subjected to who basically was from a background of the disinformation we have today. We’re hanging computing and ended up working on the factory out with ourselves, so the misinformation of today floor. He could instantly see there were ways of just doesn’t exist. potentially increasing speed and efficiency of The way we’re using social media is not how things were done. Instead of just thinking really classic human interaction. It’s expansive, about it, he went home, and re-built the factory but also anonymous, unregulated. It’s not the using Unreal. And he did it very quickly. He used way humans are meant to be whereas hanging what he’d built to simulate different sections of out, chatting, being in the platforms, inviting the factory and questioned what if we put this your friends in, navigating together where you here? What if we put that there? What if we want to go, what you want to do, this is very change this, would that reduce inefficiencies? human. That’s what we hope the metaverse will I guess finally, if you look at the two of the eventually feel like too. biggest shows at the end of last year, Netflix The Witcher was based on a game, and then The Mandalorian, which launched Disney+, had 60% of its effects done in Unreal. It was one of, if not the, most successful TV series in America last year. So you’re beginning to see all these things change across the board.
Finally, let’s chat quickly about how Unreal and real-time production will change advertising. IF YOU KNOW HOW TO MAKE Historically, agencies, and brands have mir- rored each other. We’re all equally responsible for this and there are a lot of people invested CONTENT in the traditional way of doing things and perf- ecting things being done in a certain way. We’ve segmented things. Someone is going to do your LOOK GOOD, online presence, someone is going to create your TV commercial, someone else is going to create an asset that lives here, but doesn’t IF YOU KNOW live there. It’s becoming inefficient. The world isn’t like that. The world has changed dramatically. There’s now far more fun to be had with assets HOW TO and content, things that can move across all outlets. You should be able to generate assets and create anything in CG and it can move from CONSTRUCT one area to another fairly seamlessly and not be restricted by scopes, or delivery methods, or where it’s being delivered. A POWERFUL With Unreal, brands and agencies share an advanced and open universal tool that’s available at every level, whether you’re at home STORYLINE, in your bedroom or on a virtual set. It unlocks the ability for everybody to create incredible content that can reach anyone on any platform. IF YOU KNOW We’re shedding the restraints of segmentation and unifying efforts to reach audiences wherever they want to be, in ways they want to be reached. HOW TO BUILD Because, if you build something in real time, with the highest level of craft, it can live everywhere. A CAPTIVATING BRAND WORLD, THEN THIS IS THE FUTURE.
RESOURCES SOURCES Things we read, listened to, and watched to help inform this issue. Adobe (2019) Branded Content Survey Molla, R (2017) How Apple’s Iphone Changed So you’ve made it to the end and you’re as The World: 10 Years In 10 Charts, Vox excited about game engines as we are – great! Alvarez, E (2018) With ‘Siren,’ Unreal Engine Blurs The Line Between CGI And Reality, Engadget Morin, D (2019) Unreal Engine Powers Ilm’s If you want to learn more about how to build Vr Virtual Production Toolset On “Solo: A Star and develop your own worlds here’s a list Broadcast (2017) How Real-Time Game Wars Story”, Unreal Engine of a few of our go-to resources and creators. Engines Are Enhancing Production Neate, R (2020) Amazon Reaps Buder, E (2017) Unreal Game Engine Could $11,000-A-Second Coronavirus Lockdown Brackeys Change Vfx Forever, No Film School Bonanza, The Guardian Game development tutorials on everything Carmody, B (2016) Tony Robbins On The Next Pimental, K (2018) The Future Group And from Unity and programming to game design. Big Disrupter That Changes The Very Fabric The Weather Channel Create Lightning And Uploads every Sunday. Of Your Business, Inc Tornadoes With Unreal Engine, Unreal Engine https://www.youtube.com/user/Brackeys/ Cgicoffee (2018) Unity And Unreal Engine: Plante, C (2018) Using ‘Fortnite’ To Train Real-Time Rendering Vs Traditional 3DCG The Next Generation Of Video Game Kite & Lightning Developers, Inverse Edison Trends (2019) Fortnite Maintains Lead Virtual reality, gaming, experiments and demos. Over Online Games Quixel (2019) Rebirth: The Future Who doesn’t love a dancing baby in real-time? Of Virtual Production Epic Games And Forrester Consulting (2018) https://www.youtube.com/user/kitelightning Pushing The Boundaries Of Possibility In Roettgers, J (2019) How Video-Game Media And Entertainment Engines Help Create Visual Effects On Maverick Movie Sets In Real Time, Variety Failes, I (2020) ‘Run’ And Real-Time, Befores Unreal and Unity development. We particularly And Afters Seymour, M (2018) Unreal Engine: love the video on trees and buildings. What Is Virtual Production? [Podcast] https://www.youtube.com/channel/ Failes, I (2019) ‘The Lion King’ And ‘The Mandalorian’s’ Jon Favreau Is All-In On Virtual Seymour, M (2019) Unreal Engine: A New UCgmX4icpN3HnOOwYtmyYz2w Production, Real-Time And Led Walls, Befores Era Of Storytelling [Podcast] And Afters Stassen, M (2020) Coronavirus Quarantine Virtus Hub Failes, I (2019) Virtual Production Explainer: Appears To Be Driving A Global Tiktok Game development, 2D and 3D courses What It Is, And What It Could Mean For Your Download Boom, Music Business Insider with loads of free downloads and pathways Project, Cartoon Brew Steele, B (2018) Fox Sports’ New Virtual to choose from. Forrester Consulting Thought Leadership Studio Runs On Unreal Engine, Engadget https://www.virtushub.com/ Spotlight Commissioned By Epic Games (2018) Real-Time Rendering Solutions: Summers, N (2019) Inside The Virtual Unlocking The Power Of Now Production Of ‘The Lion King’, Engadget Quixel As well as their great Medium blog, the Quixel Fink, C (2017) Unity To Disrupt Film And Takahashi, D (2013) The Making Of Pixar’s TV Production, Forbes Latest Technological Marval, Venturebeat YouTube channel is full of tutorials, how-tos and displays of real-time brilliance. Ipsos, (October 1, 2018) Penetration Rate Of Webster, A (2020) Travis Scott’s First https://medium.com/quixel-ab Apple Iphone In Great Britain From 1st Quarter Fortnite Concert Was Surreal And Spectacular, 2011 To 3rd Quarter 2018, Statista, Statista Inc. The Verge https://www.youtube.com/user/quixelteddy Jeffery, C (2019) Disney Uses Epic’s Unreal Wilson, M (2017) This Crazy New Technology Engine To Render Real-Time Sets In The Transforms Movies Into Video Games, Mandalorian, Tech Spot Fast Company Molitch-Hou, M (2018) How Real-Time Rendering Aims To Disrupt Engineering
A NOTE ON W+K BASEMENT W+K Basement is the Research and Development 2633-9919 department of Wieden+Kennedy London. We exist to make things that bring to life the creative and commercial potential of emerging technologies. We focus on opportunities that are available today, and that have broad relevance across multiple sectors. Once we’ve researched a topic, we build a net- worked team of experts, makers and designers. We brief them to create content, prototypes and demos that make the opportunity tangible, under- standable, and unputdownable. By bringing together the WHY (strategy) with the WHAT and HOW (creative technology), we aim to keep our work at the forefront of culture and business. If you have a specific trend or technology you think we should be exploring, or if you’re a creative working in the field of new technology, we’d love to hear from you: thebasement@wk.com A very special thank you to Alistair Thompson and the team at Epic Games for all their time, inspiration, and especially the branded beer. Thanks to Riff Raff Films, Untold Studios, and Framestore (for generous loan of a MoCap suit). To the best of our knowledge, all sources and references used are correct and accurate ISSN at the time of writing. Printed by Pressision © Wieden+Kennedy 2020 wkbasement.com wklondon.com
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