Using Unreal Engine as a communication medium across the key pre-production crew in Budapest, Villeneuve and Fraser could be exploring the scenes within VR, with others viewing exactly what they were seeing on an external monitor. This virtual scouting, covering everything from exterior desert locations to ornithopter interiors, enabled all department heads to be aligned on the creative vision, translate that down the ladder to the entire crew, and plan accordingly.
Derhammer explains, “This was so valuable across all departments. We’d get the art department in, even the sound department in to visualize how they were going to wire it. We were even able to figure out where we could stash air conditioning fans out of frame to keep the cast cool in the desert—small things like this that you normally wouldn’t work out until you arrive to set, and then you need to have the VFX team paint it out. With Unreal, you can address all of that beforehand, which is so nice.”
For one particular location in Wadi Rum, nicknamed “UFO Canyon” by the crew, Villeneuve wanted to capture part of a scene entirely in shadow—but based on the sun’s path, the team knew that they had a limited window to capture a natural shadow. To get the desired shot practically, they would need to bring in cranes with shadow makers; however, they were very limited by the steep and sandy natural environment. By manipulating the various equipment scenarios in Unreal Engine, Fraser, Key Gaffer Jamie Mills, and the production team devised a solution that would work with only three cranes—a big win for production both financially and logistically, as well as creatively, as fewer pieces of equipment mean a lower likelihood of them impeding the shot.