10:00 – 10:50 AM PDT
Using Previsualization to Bring HBO’s ‘The Last of Us’ to Life
Join the SOKRISPYMEDIA team as they break down their previsualization work on HBO’s Hit Show The Last of Us. In this talk, they’ll give an in-depth showcase on the work that enabled them to build one of the key sequences of the show and manipulate it in real time.
Micah Malinics, SOKRISPYMEDIA
Sam Wickert, SOKRISPYMEDIA
Brendan Forde, SOKRISPYMEDIA
11:00 – 11:50 AM PDT
Virtual Cinematography with Unreal Engine
Lean how Unreal Engine’s virtual cinematography framework has given rise to new and advanced techniques in film and animation studios.
Thomas Kilkenny, Senior Technical Product Manager, Virtual Production
Adam Kunsberg, Virtual Production Consultant
John Brennan
12:00 – 12:25 PM PDT
Demystifying Virtual Production Equipment Requirements for the Indie Filmmaker
The independent filmmaker wanting to deploy ICVFX faces a difficult task when trying to replicate the functionality of larger virtual production stages. This class will demystify the range of hardware options available to the budget filmmaker in order to replicate the results of more expensive ICVFX setups.
Brian J. Pohl, Technical Program Manager
1:00 – 1:25 PM PDT
Twenty UE Tips in 20 Minutes
With everything from workflow tips to user interface tricks, this session will feature 20 quick techniques to improve your efficiency in Unreal Engine. You’ll learn about new features as well as some older features you may have missed along the way that can help improve your general Unreal Engine productivity.
Sam Anderson, Senior Technical Marketing Manager
1:30 – 1:55 PM PDT
Organizing Animation in Engine
In this session, we’ll explore recent improvements to animating in engine with Sequencer.
Kevin Miller, Instructor, Unreal Engine
2:00 – 2:25 PM PDT
From storyboards to hybrid animation in UE
In this session, we’ll use Praxinos tools in Unreal Engine to create storyboards, match them with animation created in engine, and then add 2D drawn animation to create hybrid 2D/3D animation.
Kevin Miller, Instructor, Unreal Engine
2:30 – 2:55 PM PDT
Adding Complexity to Animations
This session will cover using Control Rig and physics for secondary animation.
Tony Bowren, Solution Architect
3:00 – 3:25 PM PDT
Linear Content Pipelines with Unreal Engine 5.2
This session offers an introduction to working with open standards with Unreal Engine, and getting content in and out of engine. We will look at bringing cameras, geometry, sets, geometry caches, grooms, and animation into the engine using tools like USD and Alembic.
Shawn Dunn, Lead Technical Product Manager, Virtual Production
3:30 – 4:20 PM PDT
Rendering for Linear Content in UE
In this session, we’ll explore new rendering features for linear content in Unreal Engine, including recent Path Tracer, Lumen and Nanite improvements and a sneak peak at a new render layers system to be introduced to UE in a future release.
Michael Muir, Senior Product Specialist, Virtual Production
Ryan Mayeda, Lead Technical Product Manager, Virtual Production
4:30 – 5:30 PM PDT
Office Hours
Have a question? Just want to say hello? Our team will be here to chat on a first-come, first-served basis for the last hour of the day.
Source: Unreal Engine Blog