Filming ‘The Lion King’ in VR was like a “multiplayer filmmaking game,” Says Director

Although The Lion King (2019) might have garnered a tepid reception from film critics, there’s no debating that Jon Favreau’s photorealistic remake of the 1994 original film roars in the visual department. It’s in part thanks to a production pipeline that uniquely relies on virtual reality to better incorporate traditional live-action story telling techniques to the computer generated world.

Technicolor released a behind the scenes video that delves into this process, which we learn was a natural expansion from Favreau’s work with VR on his other Disney classic retelling The Jungle Book (2016).

According to Technicolor, the pipeline that evolved on The Lion King essentially served as a something they dub a “translational system,” which acted as means of communication between several departments including planning, visualization, art, production design, and virtual production—and linked them to the visual effects and animation departments.

Image courtesy MPC, Technicolor

“Evolving the workflow was crucial,” says Francesco Giordana, realtime software architect at MPC. “How do you get people from different parts of the world working together seamlessly on a huge production where there isn’t a real stage? How do you capture every decision made and track everything that you’ve done? How do you define what composes your shots and carry that all the way through to post-production? The pipeline and tracking system are really the backbone of virtual production.”

Moreover, the VR implementation lets live-action directors step into a provisional version of the scene, replete with an environment, characters, and animations. This, we learn, gives them the ability to line up shots, rethink lighting, and make other changes as if the virtual set was entirely real.

In an interview with The Independent, director Jon Favreau likened the film’s production process to a “multiplayer filmmaking game.”

Cinematographer Caleb Deschanel lines up a shot using an HTC Vive | Image courtesy MPC, Technicolor

The Moving Picture Company (MPC) helped build the tools for virtual production, and used Unity to emulate live-action film production in VR. Although The Lion King was entirely computer generated—every environment is made digitally by MPC artists, with every character keyframe animated—it helped the studio create a suite of tools that Favreau says are now available to any filmmaker.

The post Filming ‘The Lion King’ in VR was like a “multiplayer filmmaking game,” Says Director appeared first on Road to VR.

The VR Job Hub: Artists And Programmers Wanted!

Another week, and we’ve got another round up of amazing career opportunities in virtual reality (VR), augmented reality (AR) and mixed reality (MR). Whether you’re a business professional or a developer, you’re sure to find something to get you into the industry here.

This week Impulse Gear are hiring a bunch of people in San Francisco, while in Los Angeles there are great career opportunities too. You’ll find something available up and down the UK with jobs in York, London and Birmingham, so hopefully there’ll be something within commuting distance. Take a look below for everything we have to offer this week…

Location

Company

Role

Link

York, UK/Remote

New Moon Studios

Contract Web Developer

Click Here to Apply

London, UK

Anvio VR

VR Attractions Systems Administrator

Click Here to Apply

Birmingham, UK

Jaguar Land Rover

Virtual and Augmented Reality Software Engineer

Click Here to Apply

Los Angeles, USA

Red Pill VR

Director of Engineering

Click Here to Apply

Los Angeles, USA

MPC

VR/AR/MR Lead Graphics Programmer

Click Here to Apply

Los Angeles, USA

MPC

VR/AR/MR Lead Software Engineer

Click Here to Apply

San Francisco, USA

Impulse Gear

Sr 3D Character Artist

Click Here to Apply

San Francisco, USA

Impulse Gear

Sr Environment Artist

Click Here to Apply

San Francisco, USA

Impulse Gear

Sr Weapons Artist

Click Here to Apply

San Francisco, USA

Impulse Gear

World Builder

Click Here to Apply

San Francisco, USA

Impulse Gear

Jr Software Engineer

Click Here to Apply

San Francisco, USA

Impulse Gear

Sr Gameplay Programmer

Click Here to Apply

 

You can check out last week’s VR Job Hub for further listings and if you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should to be sent to keva@vrfocus.com and also pgraham@vrfocus.com.

The VR Job Hub will be back on VRFocus next week.

Dive into the John Lewis Christmas Advert with a VR Experience at its Flagship Store

Christmas is synonymous with many things food, presents, decorated trees, rubbish films on repeat and awful music, plus some jolly guy in red. But it’s also become a season where advertisers and brands pullout all the stops for some memorable Christmas adverts. UK retailer John Lewis has become quite renowned for its festive advertising, and this year was no different, employing a trampoline, animals and barrels of seasonal fun. As apart of it visual effects studio MPC Creative partnered with adam&eveDDB to create a promotional virtual reality (VR) experience which is available at John Lewis’ flagship store on Oxford Street in London.

John Lewis Busters Garden

The special VR area’s called Buster’s Garden, and features an Oculus Rift head-mounted display (HMD) combined with Leap Motion gesture controlled tracking, enabling visitors to interact with the animals, encouraging them to jump and bounce on the trampoline. The experience – which took 3,000 hours of specialist VFX artistry to develop – used Unreal Engine, but required bespoke hardware to run due to commercially available computers being unable to cope with the real-time rendering and graphics demands of the piece.

Andre Assalino, Interactive Creative Director at MPC Creative, said: “We wanted to create a premium, fun and authentic installation that would place people directly into an interactive version of the world already established within the TV ad. VR was the obvious medium, as its premise is profoundly simple: fully immersive entertainment allowing people to share a fun moment with the animals, resulting in a uniquely memorable experience.

“We had to push the boundaries of interactive VR to the limits”, Andre explains. “Creating a photo-realistic scene with believable furry animals, and natural interactions with virtually no learning curve for the user, were our biggest challenges. Add to that the complexity of making sure everything could run non-stop for the whole campaign in one of the UK’s busiest stores, and things really get interesting.”

Head down to the London store to try it for yourself, and for all the latest VR news keep reading VRFocus.

Kygo’s ‘Carry Me’ Is A Music Experience Sony Plans To Sell On PS VR, Vive and Rift

Kygo’s ‘Carry Me’ Is A Music Experience Sony Plans To Sell On PS VR, Vive and Rift

At the Hollywood-centered VR on the Lot conference this week Sony Music offered the first public look at Kygo’s Carry Me project, featuring Julia Michaels. The project was shown on a PlayStation VR headset and it offers gorgeous pulsing environments driven by the song, and it is something Sony considers a “premium” experience worthy of being sold to buyers on PS VR, Rift and Vive.

The VR music video was created in a game engine and directed by MPC VR, a major visual effects and VR Production studio. The project is not a 360-degree video, instead created entirely in the game engine with elements of Kygo, a.k.a. Norwegian star Kyrre Gørvell-Dahll, captured via a kind of point cloud outline while playing keyboard.

Here’s the song that forms the basis of the VR experience:

The project is the latest example of musically-driven VR experience, following a number of projects like

Sony wouldn’t reveal a price for the experience. Pricing is a problem for some developers as most of the people buying these first headsets are gamers looking for highly interactive experiences that resemble traditional games, with prices above $10 and entertainment value measuring in hours. This means even well-made and genuinely gorgeous musically-driven experiences can get mixed reviews from people disappointed either by the amount of interactivity or length of the experience.

Whatever it ends up getting priced, look for this gorgeous VR music project in November. I really enjoyed hearing the track for the first time in the neon cosmic environments throughout the 3.5-minute song. I’m curious to see what price Sony chooses for the experience and how buyers respond.