Similarly, on the last day of shooting, production approached us with an opportunity to shoot the post-credits teaser of the finale episode. We quickly created a simple level using the environment light mixer to light and shoot Overseer Hank in the Power Armor suit as he wanders the desert. Due to the flexibility of the system, we were able to build the scene and load it up onto the wall in under ten minutes.
What role did Unreal Engine play in helping to plan and schedule shoot days?
Before a shoot, we conducted as many prelight days as the schedule permitted. On those days, we dialed the output of the LED wall with set lighting and shot the result using the camera body and film stock of the show. We’d bracket these tests with the camera’s exposure, as well as with Unreal’s manual exposure tools.
The result of these tests allowed us to measure at what point our digital reference camera fell out of sync with our film stock, and what adjustments we could make to keep everything looking great in a variety of lighting scenarios. For work like this, using Lumen in Unreal allowed us to make the virtual lighting just as available as the physical lighting was on set. What would normally require multiple levels with different light bakes could instead be done in real time.
Furthermore, having real-time sets provided ample opportunities for the filmmakers to make creative decisions on framing, lighting, and action blocking very early in development. They even helped the ADs schedule shoot days by visualizing how large pieces of equipment would enter the set and where they could be staged.
The Vault 33 farm set in the cornfield was designed to be symmetrical so that when we needed to ‘turn around’ to shoot the other direction, only a few set pieces had to move. We virtually rotated the environment 180 degrees to shoot back into the vault itself. During the entire LED wall production phase, we had a 99% uptime, only suffering one 9-minute delay. This gave the showrunners and ADs confidence to schedule the volume shots aggressively, knowing that the Magnopus, Fuse, and All of it Now (all Unreal Engine Service Partner companies) crews could handle it.
How big was the team at Magnopus that worked on this project and how many artists were working in Unreal Engine?
The Magnopus crew encompassed 37 people during the full season’s production. 19 artists built the virtual sets, 7 operators ran the Unreal nDisplay system on the LED wall, integrated camera tracking, and programmed DMX data for the lighting systems. Software engineers, creative direction, and production oversight made up the rest of the team, all of whom worked in Unreal.