A Rewarding Journey
summary
Company timeline shows adoption of Unreal Engine since Epic makes it free in 2015 and documents concrete wins: 90 fps VR prototype for AMD/Oculus, a 4K stereo ride film from game assets for Great America, and a mobile VR title shipping on Gear VR. Pipeline work delivers full scene export from Maya and round‑trip reimport for feature projects (Logan, Apes, Aquaman) and a Borderlands 3 trailer; production speed hits Barbie video logs in six days. Team scales to 75 Unreal-trained artists with 10 ongoing Unreal projects and ray‑traced finals.
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chapters (12)
- 0:00Introduction to journey
- 1:04The turning point
- 3:01First steps and challenges
- 5:11Early applications
- 7:00Pipeline and team evolution
- 9:30Logans and Apes projects
- 12:25Diversifying into VR
- 14:29Sequencer and real-time
- 17:34Virtual production tools
- 18:59Aquaman and robust tools
- 21:54Pinnacle of visualization
- 24:34Future of the company
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09mThe Unreal and Epic Games Ecosystem
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04m2017 Features
11mMaximizing Efficiency and Minimizing Costs with Unreal Engine
