VFX Voice Fall 2021

Page 72

VIRTUAL PRODUCTION

“The adoption of various real-time technologies in other entertainment mediums is only increasing. A lot of it comes in a way of great workflow improvements like making it much easier for directors and even actors to have a better understanding of what the finished shots and scenes might look like, just to mention one example. In the case of VR, video game technology is essential and arguably the main reason for its existence and resurrection in the first place.” —Klemen Lozar, Founder, Tuatara Games

TOP TO BOTTOM: Nick Seavert has kept in mind his experiences as a visual effects artist when developing tools for JangaFX, including real-time volumetric authoring software for smoke, explosions and clouds. A real-time authoring software program created by JangaFX for embers is called EmberGen. (Images courtesy of JangaFX) OPPOSITE TOP TO BOTTOM: Tuatara Games is one of the newest companies specializing in effects for real-time. (Image courtesy of Tuatara Games) Klemen Lozar spent three years developing his own video game called Let Them Come. (Image courtesy of Tuatara Games) Tuatara Games identifies a specific need or a problem area and then figures out the technology needed to provide the solution. (Image courtesy of Tuatara Games)

Tuatara has allowed me to satisfy both of those needs while still being at the forefront of game development. Working at large studios teaches discipline, organization, and exposes you to a wide network of like-minded peers and more seasoned developers. Another great learning experience was developing my own game called Let Them Come. This was roughly three years of very focused work in my spare time. It offered a lot of lessons in self-management and perseverance. “Real-time software can be very demanding, especially graphically. I would say in this area the hardware is definitely not keeping pace because the ceiling is just so high. It’s of course great to see steady progress and all the new affordances technological advancements can bring. There is also something to be said about having technical limitations. I personally love the creative problem solving that happens when developers need to squeeze every bit of ‘juice’ out of their target hardware. “Whenever possible we try to work backwards [when developing software]. Basically, first identifying a specific need or a problem area and then figuring out what sort of technology we might need to solve that. Sometimes R&D is also exploratory and a means to an end by itself. Tuatara is currently hard at work at producing our first video game as a team. The main motivation behind creating a new game is perhaps simply the fact that everyone on the team has a passion for games and game development in general. “The adoption of various real-time technologies in other entertainment mediums is only increasing. A lot of it comes in a way of great workflow improvements like making it much easier for directors and even actors to have a better understanding of what the finished shots and scenes might look like, just to mention one example. In the case of VR, video game technology is essential and arguably the main reason for its existence and resurrection in the first place.” Nick Seavert, Founder & CEO, JangaFX “I got my start by modding Half-Life 2 and that introduced me to the world of visual effects in games. I eventually pivoted my life towards entrepreneurship and startups, and luckily, I was able to

70 • VFXVOICE.COM FALL 2021

PG 68-72 VIDEO GAMES.indd 70

8/29/21 2:43 PM


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