WEBVTT - Virtual Production Takes Hold of Hollywood with Epic Games' Unreal Engine

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<v Speaker 1>Welcome to Strictly Business, the podcast in which we talk

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<v Speaker 1>with some of the brightest minds working in media today.

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<v Speaker 1>I'm Andrew Wallenstein with Variety. While the pandemic has made

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<v Speaker 1>making movies and TV shows pretty difficult, a set of

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<v Speaker 1>innovations known as virtual production has enabled many shoots to

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<v Speaker 1>continue even when the actors are in a different location

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<v Speaker 1>than the director. And a big part of who's keeping

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<v Speaker 1>Hollywood at the cutting edge is actually a gaming company,

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<v Speaker 1>creator of the global phenomenon Fortnite. Joining me today from

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<v Speaker 1>Epic Games. From business development for film and television is

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<v Speaker 1>Miles Perkins and the head of its l A lab,

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<v Speaker 1>Connie Kennedy. It's all coming up today on this episode

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<v Speaker 1>of Strictly Business. Welcome back to Strictly Business, where my

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<v Speaker 1>guests are Miles Perkins and Connie Kennedy of Epic Games.

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<v Speaker 1>We're gonna talk in a bit about Epics Unreal Engine,

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<v Speaker 1>the software that is the secret sauce powering a lot

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<v Speaker 1>of the virtual production that has been put to use

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<v Speaker 1>for TV shows like HBO's Westworld, His Dark Materials and

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<v Speaker 1>the film John Wick three. But before we get to

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<v Speaker 1>Unreal I want my guests to help me break down

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<v Speaker 1>for the listeners and as jargon free a manner as possible,

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<v Speaker 1>just what virtual production is, because as I've studied it,

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<v Speaker 1>it's it's not any one thing, and it has many

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<v Speaker 1>implications for transforming the traditional production process. So Miles get

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<v Speaker 1>us started. Can you sort of lay out a uh

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<v Speaker 1>an idea of what virtual production is? Sore? Yeah, I

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<v Speaker 1>think that the techniques that have been behind virtual production

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<v Speaker 1>have been around for a long time. Whether we're talking

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<v Speaker 1>about pre viz um, animal attics, UM, we have some

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<v Speaker 1>pitch biz kind of things, all of these things where

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<v Speaker 1>how do you visualize how do you very quickly get

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<v Speaker 1>to a visualization of an idea, but you kind of

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<v Speaker 1>start to fast forward. And what what essentially happened is

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<v Speaker 1>between hardware and software, things started lining up in such

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<v Speaker 1>a way where you no longer had to wait for

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<v Speaker 1>things to render. So we've gotten to a point where

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<v Speaker 1>we can have and and this is kind of what

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<v Speaker 1>I say virtual production is. It's a bridge between what

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<v Speaker 1>is physical and what is virtual. The two things can

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<v Speaker 1>live in the same space. You can start in a

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<v Speaker 1>virtual and transitioned into the physical in the way that

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<v Speaker 1>you would use your normal filmic vocabulary. UM and you

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<v Speaker 1>don't have to switch all of these modes all the time.

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<v Speaker 1>So that to me, that's virtual pretendent and it encompasses

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<v Speaker 1>pre vis. There's of course pitch biz there, stunt viz, um,

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<v Speaker 1>there's the in camera visual effects that are there. Um,

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<v Speaker 1>there are people who are doing post viz or final pixel.

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<v Speaker 1>All of this is a part of virtual production. And then,

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<v Speaker 1>as you pointed out, the amazing ability to do these

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<v Speaker 1>things remotely yet feel like you're in the same space

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<v Speaker 1>as if you're actually on a physical set, but you're

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<v Speaker 1>actually operating in a virtual set. That that's what virtual

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<v Speaker 1>production is. So let's ground this in in some actual examples.

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<v Speaker 1>Let's talk about a production that happened I don't know,

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<v Speaker 1>a month ago, six months ago, Uh, that employed some

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<v Speaker 1>part of virtual production tools. Yeah. Absolutely. So one of

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<v Speaker 1>the things that happens is you start to shift where

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<v Speaker 1>instead of everybody in in the past, the crew would come,

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<v Speaker 1>they get to the set and they would shoot, for example,

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<v Speaker 1>green screen, and the DP has no idea what the

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<v Speaker 1>lighting is going to be, like, nothing has really been

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<v Speaker 1>decided about this shot, so they light it flat and

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<v Speaker 1>they move forward. Work well, in a virtual production scenario,

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<v Speaker 1>what they're gonna do is they're going to create the

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<v Speaker 1>content that they would have created in post. They're going

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<v Speaker 1>to create that in pree. They're going to create that

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<v Speaker 1>right up top. Just as they're setting uh there, you know,

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<v Speaker 1>designing the stage, they're going to be also designing the

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<v Speaker 1>virtual environment so that when they get onto the stage,

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<v Speaker 1>the director of photographer fee and the director are actually

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<v Speaker 1>interfacing with the actor as if they're actually they're in

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<v Speaker 1>a physical space. Yet if they're on an LED wall

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<v Speaker 1>or even if they're doing a live composite, they're actually

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<v Speaker 1>seeing what this is going to ultimately be. UM. So

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<v Speaker 1>you know, in in the case of I use a

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<v Speaker 1>great example of some of the stunt biz people UM

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<v Speaker 1>and their ability to before they even get to the stage,

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<v Speaker 1>they know exactly the measurements, they know exactly the lights

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<v Speaker 1>that they're going to need, they know what they're going

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<v Speaker 1>to do before they her got there, even to the

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<v Speaker 1>point of they're able to lend things so that when

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<v Speaker 1>they get onto the set they're just executing at that point,

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<v Speaker 1>or they're really starting to a little bit more explore

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<v Speaker 1>the performance rather than having to work about on all

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<v Speaker 1>the technical issues. So this is happening today, and and

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<v Speaker 1>and also happening in remote scenarios, you know, where you

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<v Speaker 1>have people who are in their own homes, yet they're

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<v Speaker 1>acting as if they're actually on the set yet on

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<v Speaker 1>their computer, so when they do get to the set,

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<v Speaker 1>they feel like they've already been there before. So this

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<v Speaker 1>sounds like a quantum leap in the ability of production

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<v Speaker 1>to do all sorts of things that nothing. They couldn't

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<v Speaker 1>do it before, but it's just so much more efficient.

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<v Speaker 1>It sounds like it is a quantum leap. It is.

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<v Speaker 1>This is I think, you know, to be honest with you,

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<v Speaker 1>I early in my career, I worked at I l M.

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<v Speaker 1>And I walked into the C Theater at the time

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<v Speaker 1>when we were doing the Jurassic Park test, the first

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<v Speaker 1>test that showed that we could use computer graphics. Um uh,

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<v Speaker 1>Spaz Williams, Steve Williams and Mark to Pay and West Takahashi,

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<v Speaker 1>all these guys. Um they had kind of gone rogue

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<v Speaker 1>and they put this up. And when I walked in

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<v Speaker 1>and I saw it, you know, your knees kind of

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<v Speaker 1>buckled because you were like, Okay, this is gonna change

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<v Speaker 1>things forever, And in fact it did. I when I

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<v Speaker 1>won the Mandalorian. When I walked onto that set, I

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<v Speaker 1>had the same feeling. I had the feeling that this

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<v Speaker 1>just changed the entire industry. This is a quantum uh

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<v Speaker 1>leap ahead. And and ultimately what it did is it

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<v Speaker 1>got rid of all the byproducts that came from c

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<v Speaker 1>G I, all the waiting, all the notes that get past,

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<v Speaker 1>all the five dimensional chess that you have to play

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<v Speaker 1>in order to to to get the ultimate in image,

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<v Speaker 1>and not even being able to to rate on things

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<v Speaker 1>as a whole rather in parts. So if we get

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<v Speaker 1>rid of all that, now you're just able to interface

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<v Speaker 1>with the image or with the story in the same

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<v Speaker 1>way that you would on set. That is just a

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<v Speaker 1>mind blowing idea. Yeah, and I would add to that

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<v Speaker 1>that I think one of the most important things is

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<v Speaker 1>that we no longer have to complete mentalize the process.

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<v Speaker 1>We're able to put everybody in the same room. Now

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<v Speaker 1>you used to have to wait for months in order

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<v Speaker 1>to find out what was happening in post whether that

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<v Speaker 1>was going to work. Um, it was something that almost

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<v Speaker 1>was like two separate movies. Um. Now everything's you're able

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<v Speaker 1>to iterate in real time, collaborate in real time with

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<v Speaker 1>everybody on the set at one time. And that's because well,

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<v Speaker 1>we have the tools now, the technology to and the

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<v Speaker 1>software to bring everything together onto the stage. And that's

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<v Speaker 1>what's making this really exciting is that we can do

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<v Speaker 1>this in real time. Connie, you run the l A lab.

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<v Speaker 1>What is that? Uh? And and talk about what it's

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<v Speaker 1>like nowadays in terms of evangelizing this kind of production

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<v Speaker 1>at a time due to COVID that so many people

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<v Speaker 1>are seeing the usual practice is disrupted. I think what

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<v Speaker 1>this is done is it's you know, by by bringing

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<v Speaker 1>people together virtually, which all of us are doing now, um,

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<v Speaker 1>We've it's given us time for reflection. It's given us

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<v Speaker 1>time to learn and to start to reassess the way

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<v Speaker 1>in which we're working together. And I think that there

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<v Speaker 1>you know, it used to be that people would think

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<v Speaker 1>that this kind of technology was replacing something. It's not. Instead,

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<v Speaker 1>it's adding something to what we're doing. It's it's um

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<v Speaker 1>giving us the opportunity, say, for example, if you do

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<v Speaker 1>want go on location, and certainly as we get back

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<v Speaker 1>into production there's going to be some hesitancy with that.

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<v Speaker 1>You might do some of your location work while you're

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<v Speaker 1>able to determine that it's it's safe and it's going

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<v Speaker 1>to work. Um. And then you could take that onto

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<v Speaker 1>an i CB effects stage and you could do all

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<v Speaker 1>your pickups. You could, you could do everything that you

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<v Speaker 1>might have to go back to that location to get.

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<v Speaker 1>There's all kinds of things that we're adding now to

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<v Speaker 1>the tool kit to be able to create um, television

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<v Speaker 1>and film and other kinds of media in ways that

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<v Speaker 1>are providing an efficiency, cost effectiveness and just logistical solutions

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<v Speaker 1>that are helping everyone. I want to add on to

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<v Speaker 1>one thing that she just said, because I just saw

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<v Speaker 1>something just the other day. Um, it was a pickup.

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<v Speaker 1>It was a pickup that they needed for editorial to

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<v Speaker 1>make the story work, and they just needed to pick

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<v Speaker 1>up a few lines of someone who was in a

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<v Speaker 1>car driving. And the image that I saw with someone

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<v Speaker 1>sitting in a folding chair with the steering wheel of

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<v Speaker 1>whatever the model was that they were actually driving. They

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<v Speaker 1>had a door which was like from a you know,

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<v Speaker 1>maybe they got it from the wrecking yard or something

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<v Speaker 1>like that. And then they had two head rests on

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<v Speaker 1>c stands and they were able to get that shot

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<v Speaker 1>and and just have the and they could book it

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<v Speaker 1>at any time any time. The actor could make it,

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<v Speaker 1>sat down in the chair, picked up those couple of lines,

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<v Speaker 1>You're not going to know the difference between whether he

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<v Speaker 1>was actually in the car or not. And that's just

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<v Speaker 1>like to me, that's phenomenal. That's that's incredible that that

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<v Speaker 1>we can do. And exactly as as Connie was saying,

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<v Speaker 1>it's just it's changing the paradigm. But when you change

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<v Speaker 1>the paradigm, it sounds and I think Connie alluded to

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<v Speaker 1>this that there's gonna be some disruption that people who

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<v Speaker 1>are used to doing their jobs one way or companies

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<v Speaker 1>who have vested interest in things going a certain way

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<v Speaker 1>could have issues with that. So are we going to

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<v Speaker 1>see as we often see in Hollywood when new technology

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<v Speaker 1>hits uh, that you know it's gonna take some smoothing

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<v Speaker 1>over to get this to where it needs to be. Well,

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<v Speaker 1>I'm eternally the optimists, So just so let me let

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<v Speaker 1>me preface it by saying that, um, what I actually

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<v Speaker 1>think is going on is you do have some people

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<v Speaker 1>that like to paint by numbers, and the paint by

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<v Speaker 1>numbers is going to be a challenge. You have those

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<v Speaker 1>other people that like puzzles and they like to figure

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<v Speaker 1>things out and you know, that reminds me a lot

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<v Speaker 1>of kind of the you know, eighties, nineties and things

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<v Speaker 1>like that as we're trying to figure out what this

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<v Speaker 1>can really be. So for some people, you're right, this

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<v Speaker 1>is going to be a bit of a challenge. And

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<v Speaker 1>um that you know, there's some people the creative process,

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<v Speaker 1>some people can't make the decision in the moment, and

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<v Speaker 1>so deferring it is better for them. Now that said,

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<v Speaker 1>I want to say that being able to have a

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<v Speaker 1>DP actually come and really light something, not have to

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<v Speaker 1>just light it flat like they actually get to contribute

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<v Speaker 1>to real lighting in the previous stage and as pages

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<v Speaker 1>are coming off of you know, from the writer, they're

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<v Speaker 1>actually able to start that visualization. And you know, the

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<v Speaker 1>the other part of this is, um, the barrier to

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<v Speaker 1>entry is extremely low for this. The Unreal Engine is free,

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<v Speaker 1>so anyone can download it. Um there are assets that

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<v Speaker 1>can use to to start to do kind of previous

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<v Speaker 1>I'm hearing of dps right now that are taking this

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<v Speaker 1>up so that they can kind of visualize shots for free.

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<v Speaker 1>All they need is their gaming computer to do it right.

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<v Speaker 1>And and so what what this means though, is that

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<v Speaker 1>I'm seeing people in other departments pick this up. So

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<v Speaker 1>set design, I'm seeing some set design people that you

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<v Speaker 1>know have traditionally been collecting things that are in the

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<v Speaker 1>physical space also having a person or two on in

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<v Speaker 1>unreal creating that same thing that they have physically so

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<v Speaker 1>that they can have but when they come to the stage,

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<v Speaker 1>they're bringing both things to the stage and contributing in

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<v Speaker 1>the virtual space just as they do in the physical space,

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<v Speaker 1>and bringing that talent that they have because I mean

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<v Speaker 1>they have years and years of expertise and how to

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<v Speaker 1>set up a stage and how to block something out.

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<v Speaker 1>They're able to bring that talent now into the virtual

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<v Speaker 1>space as well. And then the same thing for those

0:13:44.080 --> 0:13:47.720
<v Speaker 1>people who are have been typically on the in the

0:13:47.760 --> 0:13:51.400
<v Speaker 1>post production side, they're coming forward and now all of

0:13:51.480 --> 0:13:54.880
<v Speaker 1>a sudden they're able to be on set in some situation.

0:13:55.280 --> 0:13:59.080
<v Speaker 1>It is a change, but I'm I am really optimistic

0:13:59.280 --> 0:14:03.320
<v Speaker 1>at the change that's coming. It's not more technical, it's

0:14:03.360 --> 0:14:06.000
<v Speaker 1>it's less technical, so that we can have the same

0:14:06.080 --> 0:14:10.080
<v Speaker 1>conversation that we've been having for a hundred years in

0:14:10.400 --> 0:14:12.800
<v Speaker 1>how to make film and how to block out chopped

0:14:13.280 --> 0:14:16.360
<v Speaker 1>And I think what's really important now is that we're

0:14:16.400 --> 0:14:20.960
<v Speaker 1>kind of breaking down these barriers and and demystifying the

0:14:21.000 --> 0:14:25.400
<v Speaker 1>process because there's so so much about the tools that

0:14:25.680 --> 0:14:30.800
<v Speaker 1>is uh making it possible for people who have been

0:14:30.880 --> 0:14:35.200
<v Speaker 1>separated in production and post and they're now coming together

0:14:35.640 --> 0:14:40.200
<v Speaker 1>and we're blending the two worlds. And what this means

0:14:40.360 --> 0:14:43.360
<v Speaker 1>is that, just like Miles is saying, say, a production

0:14:43.440 --> 0:14:48.480
<v Speaker 1>designer has to design sets now that will blend from

0:14:48.520 --> 0:14:53.480
<v Speaker 1>physical to virtual and that's something well, you need to

0:14:53.640 --> 0:14:58.200
<v Speaker 1>understand how these assets are being built to a certain

0:14:58.240 --> 0:15:01.280
<v Speaker 1>extent in order to know how to create the physical

0:15:01.360 --> 0:15:04.880
<v Speaker 1>set so that that it is a seamless process. And

0:15:04.920 --> 0:15:08.080
<v Speaker 1>I think what that's doing is just adding a level

0:15:08.120 --> 0:15:12.760
<v Speaker 1>of creativity to the whole process. It's attracting people that

0:15:13.280 --> 0:15:17.440
<v Speaker 1>that may have assumed that they will not able to

0:15:17.480 --> 0:15:20.560
<v Speaker 1>be in production and now they have a place in production.

0:15:20.960 --> 0:15:24.040
<v Speaker 1>And it's really exciting that we're finally breaking down that

0:15:24.080 --> 0:15:30.760
<v Speaker 1>barrier between posts and production. We need to take a

0:15:30.840 --> 0:15:33.920
<v Speaker 1>quick break, but we back more with our guests Miles

0:15:34.040 --> 0:15:41.640
<v Speaker 1>Perkins and Connie Kennedy of Epic Games. And we're back

0:15:41.720 --> 0:15:45.600
<v Speaker 1>with Miles Perkins and Connie Kennedy of Epic Games. UH.

0:15:45.640 --> 0:15:49.640
<v Speaker 1>They referenced earlier work on the Mandalorian and back on

0:15:49.720 --> 0:15:53.440
<v Speaker 1>this podcast in October, director Jon Favreau came on to

0:15:53.520 --> 0:15:56.440
<v Speaker 1>talk about his work on that Disney Plus series and

0:15:56.600 --> 0:15:59.760
<v Speaker 1>Epics role in it. Let's have a quick listen. Part

0:15:59.760 --> 0:16:03.120
<v Speaker 1>of what were exploring is is using game engine real

0:16:03.160 --> 0:16:07.360
<v Speaker 1>time rendering, because with all the compositing that we're doing,

0:16:07.360 --> 0:16:09.960
<v Speaker 1>we could either do it in camera using video walls.

0:16:10.200 --> 0:16:13.480
<v Speaker 1>Were were the first production to actually take advantage of

0:16:13.920 --> 0:16:16.000
<v Speaker 1>innovations that have been taking place. In this case, we're

0:16:16.000 --> 0:16:20.040
<v Speaker 1>working with I l M and with Epic Unreal Engine,

0:16:20.080 --> 0:16:22.280
<v Speaker 1>with Magnopus, a lot of people that I've worked with

0:16:22.320 --> 0:16:26.240
<v Speaker 1>before on other projects, and we try to create a

0:16:26.280 --> 0:16:28.520
<v Speaker 1>new way to use this real time rendering where you

0:16:28.520 --> 0:16:31.560
<v Speaker 1>can actually do in camera effects on video walls with

0:16:32.120 --> 0:16:37.800
<v Speaker 1>camera tracking and parallax miles. How did Epic come to

0:16:37.840 --> 0:16:41.680
<v Speaker 1>get involved in this? I mean, did the company understand

0:16:41.680 --> 0:16:44.240
<v Speaker 1>from the very beginning in terms of its gaming engine

0:16:44.320 --> 0:16:48.280
<v Speaker 1>what the implications were and and saw Hollywood coming from

0:16:48.280 --> 0:16:52.120
<v Speaker 1>the second it was invented? Or how did we get here? Well,

0:16:52.160 --> 0:16:56.480
<v Speaker 1>there's a there's a little secret here. Do tell So

0:16:56.680 --> 0:17:00.440
<v Speaker 1>the first part of this is the Unreal Engine was

0:17:00.600 --> 0:17:03.800
<v Speaker 1>used actually, um when I was back at I l

0:17:03.920 --> 0:17:07.600
<v Speaker 1>M on AI back in ninety one, so you know

0:17:07.680 --> 0:17:12.840
<v Speaker 1>that's the Steven Spielberg movie exactly. Yeah, UM, are AI

0:17:12.960 --> 0:17:15.920
<v Speaker 1>artificial intelligence? Yes, And it was just to kind of

0:17:16.040 --> 0:17:18.760
<v Speaker 1>figure out what was going to ultimately be built on

0:17:18.880 --> 0:17:22.480
<v Speaker 1>the in the model shop, UM to kind of visualize

0:17:22.560 --> 0:17:25.040
<v Speaker 1>where he how he wanted to block out his shots

0:17:25.040 --> 0:17:29.879
<v Speaker 1>in Rouge City. So there's always been this awareness within

0:17:30.080 --> 0:17:33.359
<v Speaker 1>the community that hey, wait a minute, this game engine stuff.

0:17:33.400 --> 0:17:36.600
<v Speaker 1>Not only are you able to render fast, but game

0:17:36.640 --> 0:17:40.080
<v Speaker 1>engines also have this if then kind of programming. If

0:17:40.200 --> 0:17:43.280
<v Speaker 1>I moved this chair, that flock of birds is going

0:17:43.320 --> 0:17:45.399
<v Speaker 1>to fly away. So that's kind of been in the

0:17:45.400 --> 0:17:49.040
<v Speaker 1>background now. The CTO of our company, Kim Liberry, is

0:17:49.080 --> 0:17:52.000
<v Speaker 1>also someone who I've worked with for about fifteen or

0:17:52.000 --> 0:17:55.520
<v Speaker 1>so years. He was a visual effects supervisor at Industrial

0:17:55.600 --> 0:17:58.600
<v Speaker 1>Light and Magic. He's actually one of the people UM

0:17:59.040 --> 0:18:01.480
<v Speaker 1>on the Matrix who the original matric came up with

0:18:01.520 --> 0:18:05.000
<v Speaker 1>Bullet Time UM and has worked on numerous other films.

0:18:05.640 --> 0:18:08.800
<v Speaker 1>Working with Kim has always been something else because Kim

0:18:08.880 --> 0:18:12.640
<v Speaker 1>is always five ten years ahead of everybody else and

0:18:12.640 --> 0:18:14.879
<v Speaker 1>and in some ways kind of frustrated in that, like

0:18:14.920 --> 0:18:16.640
<v Speaker 1>I want to I want to see it right now,

0:18:17.119 --> 0:18:20.640
<v Speaker 1>And so he landed at at at Epic Games as

0:18:20.680 --> 0:18:24.159
<v Speaker 1>the CTO at this time, where he could take the

0:18:24.160 --> 0:18:28.480
<v Speaker 1>game engine and make it look photo real. So naturally,

0:18:29.119 --> 0:18:32.159
<v Speaker 1>um as Kim is, you know, having conversations with Colin

0:18:32.200 --> 0:18:36.560
<v Speaker 1>Wilson and and the other members of the team. UM

0:18:36.560 --> 0:18:41.040
<v Speaker 1>there at Lucas film this idea. You know, why can't

0:18:41.040 --> 0:18:43.439
<v Speaker 1>we do it this way? And Dave Felony also, you know,

0:18:43.520 --> 0:18:45.800
<v Speaker 1>why can't we do this? So you know, the test

0:18:45.920 --> 0:18:49.159
<v Speaker 1>got put together real quick, and the idea really is

0:18:49.200 --> 0:18:52.720
<v Speaker 1>not just as some sort of translate or something like that,

0:18:52.800 --> 0:18:56.600
<v Speaker 1>but that it's actually wrapping around So so all of

0:18:56.680 --> 0:19:00.719
<v Speaker 1>the especially on a shiny object, all of the flections

0:19:00.840 --> 0:19:05.280
<v Speaker 1>are accurate, the lighting is accurate, all of this stuff. So, um,

0:19:05.320 --> 0:19:08.280
<v Speaker 1>that's kind of how it started. And the engine and

0:19:08.440 --> 0:19:12.639
<v Speaker 1>the hardware and everything was up to the task. And

0:19:12.720 --> 0:19:15.880
<v Speaker 1>now we find ourselves here with you know, at that

0:19:15.920 --> 0:19:19.360
<v Speaker 1>time there was one such stage and now we're tracking

0:19:19.400 --> 0:19:23.439
<v Speaker 1>about a hundred and thirty five hundred forty stages throughout

0:19:23.480 --> 0:19:27.400
<v Speaker 1>the globe. You know, it's it's just it's been amazing

0:19:27.520 --> 0:19:29.720
<v Speaker 1>to see it take off. But that was really the

0:19:29.800 --> 0:19:32.600
<v Speaker 1>germination of this and the other. The other thing I'll

0:19:32.600 --> 0:19:37.520
<v Speaker 1>say about John Favreau in general, Um, John Favreau is

0:19:37.560 --> 0:19:42.919
<v Speaker 1>one of those people who is willing, He trusts his

0:19:43.119 --> 0:19:46.600
<v Speaker 1>the people that he works with. He's willing to take risks.

0:19:47.320 --> 0:19:49.359
<v Speaker 1>Not only that, but he knows that it's going to

0:19:49.480 --> 0:19:51.800
<v Speaker 1>be hard work and he knows how to get you there.

0:19:52.359 --> 0:19:56.240
<v Speaker 1>And that's a rare uh quality there. There are a

0:19:56.320 --> 0:19:59.520
<v Speaker 1>few filmmakers that have that. But the really neat thing

0:19:59.560 --> 0:20:04.320
<v Speaker 1>about this is that right now it's not just relegated

0:20:04.440 --> 0:20:07.399
<v Speaker 1>to those people that are at the top of their field,

0:20:07.440 --> 0:20:11.760
<v Speaker 1>like the John Favreau or the um or the Cameron

0:20:12.359 --> 0:20:16.240
<v Speaker 1>or you know, George or No, it's not actually right

0:20:16.240 --> 0:20:19.480
<v Speaker 1>now because of where we stand and because of epics

0:20:19.520 --> 0:20:23.959
<v Speaker 1>approach to this, we are really trying to democratize as

0:20:24.040 --> 0:20:27.719
<v Speaker 1>much as possible access to these tools. You know, our

0:20:27.800 --> 0:20:32.080
<v Speaker 1>our founder truly believes that you really should not be

0:20:32.200 --> 0:20:36.960
<v Speaker 1>setting brought barriers to creativity that should not exist. You

0:20:36.960 --> 0:20:40.119
<v Speaker 1>should allow people to create and be the best that

0:20:40.160 --> 0:20:42.440
<v Speaker 1>they could be because the world is going to be

0:20:42.480 --> 0:20:45.240
<v Speaker 1>a better place for that, and then there's opportunities to

0:20:45.400 --> 0:20:49.000
<v Speaker 1>share in the success of great creations. And I think

0:20:49.040 --> 0:20:54.040
<v Speaker 1>that extends to education, of course, and that's something that

0:20:54.119 --> 0:20:58.440
<v Speaker 1>we've tried to add to services through EPIC is to

0:20:59.160 --> 0:21:03.199
<v Speaker 1>offer things a fellowship program that we started during the

0:21:03.240 --> 0:21:09.240
<v Speaker 1>pandemic that had a huge response, and I think that's

0:21:09.359 --> 0:21:13.160
<v Speaker 1>because people are really ready for this. They can see

0:21:13.200 --> 0:21:16.199
<v Speaker 1>the opportunity and they can see it working. They can

0:21:16.240 --> 0:21:20.080
<v Speaker 1>see projects that are amazing like the Mandalorian, and they're

0:21:20.119 --> 0:21:23.679
<v Speaker 1>excited about trying to put it into practice. So we've

0:21:23.760 --> 0:21:28.280
<v Speaker 1>combined the free access to the software with support and

0:21:28.520 --> 0:21:33.239
<v Speaker 1>education and UM. We're creating a curriculum that we can

0:21:33.280 --> 0:21:35.919
<v Speaker 1>start to teach all around the world to try and

0:21:36.320 --> 0:21:39.560
<v Speaker 1>help people get going as soon as possible. And now

0:21:39.640 --> 0:21:44.040
<v Speaker 1>you're launching a new production hub in El Segundo. Tell

0:21:44.119 --> 0:21:46.200
<v Speaker 1>us a bit about that, Connie. We will have a

0:21:46.240 --> 0:21:50.119
<v Speaker 1>demo stage for EPIC and UM and that will have

0:21:50.160 --> 0:21:54.160
<v Speaker 1>a production stage, and a demo stage is where we'd

0:21:54.160 --> 0:21:57.520
<v Speaker 1>like to bring in clients to look at the at

0:21:57.560 --> 0:22:02.320
<v Speaker 1>the tools that are used to explore the pipeline and

0:22:02.400 --> 0:22:05.680
<v Speaker 1>to be able to have a hands on experience with

0:22:05.800 --> 0:22:10.000
<v Speaker 1>this new technology, so which will help people to to

0:22:10.200 --> 0:22:13.919
<v Speaker 1>determine the type of production that they like to to

0:22:14.440 --> 0:22:18.840
<v Speaker 1>UM implement depending on the project. They are. All of

0:22:18.880 --> 0:22:23.880
<v Speaker 1>these tools are specific to different needs, so it takes

0:22:23.920 --> 0:22:28.120
<v Speaker 1>a while to determine which ones are most appropriate depending

0:22:28.160 --> 0:22:32.520
<v Speaker 1>on the story and depending on the type of production.

0:22:33.400 --> 0:22:37.320
<v Speaker 1>So I think getting the opportunity to be hands on

0:22:37.640 --> 0:22:41.439
<v Speaker 1>is crucial to being able to make those decisions. And

0:22:41.600 --> 0:22:45.560
<v Speaker 1>recent announcement that came out about this campus, um so

0:22:45.960 --> 0:22:48.639
<v Speaker 1>Next Studios has been someone who's been on the scene

0:22:48.680 --> 0:22:51.960
<v Speaker 1>that runs studios and everything. They're they're independent of us,

0:22:52.000 --> 0:22:55.320
<v Speaker 1>but they're also an independent stage provider, which you know

0:22:55.400 --> 0:22:58.119
<v Speaker 1>we we um not only them, but there are others

0:22:58.160 --> 0:23:00.720
<v Speaker 1>that are that are out there that the other parts.

0:23:01.600 --> 0:23:06.720
<v Speaker 1>They were bringing this sense of a campus, a place

0:23:06.760 --> 0:23:09.040
<v Speaker 1>where virtual production there could kind of be a hub

0:23:09.080 --> 0:23:12.800
<v Speaker 1>in Los Angeles, and so what we decided we wanted

0:23:12.840 --> 0:23:17.600
<v Speaker 1>to collocate our our our labs there, and the reason

0:23:17.640 --> 0:23:19.560
<v Speaker 1>being is you know that that is their business to

0:23:19.640 --> 0:23:22.359
<v Speaker 1>run and everything like that, but being able to be

0:23:22.480 --> 0:23:26.679
<v Speaker 1>close uh to UH production stage. And then also as

0:23:26.720 --> 0:23:29.040
<v Speaker 1>Connie was saying, you know, being able to have our

0:23:29.080 --> 0:23:32.239
<v Speaker 1>own demo stage where we can bring filmmakers by, we

0:23:32.280 --> 0:23:35.000
<v Speaker 1>can do training, you know, can really be a hub

0:23:35.040 --> 0:23:38.280
<v Speaker 1>of where the latest and greatest and virtual production, not

0:23:38.320 --> 0:23:40.640
<v Speaker 1>to mention the fact that since this is a campus,

0:23:40.960 --> 0:23:45.159
<v Speaker 1>it's also attracting other people who you know, virtual art

0:23:45.200 --> 0:23:48.480
<v Speaker 1>departments or previous companies. There are all these different people

0:23:48.560 --> 0:23:51.560
<v Speaker 1>that are interested in being this area, and you know,

0:23:51.640 --> 0:23:56.000
<v Speaker 1>for me, it's exciting to see when you have these

0:23:56.119 --> 0:24:01.680
<v Speaker 1>independent companies coming together to kind of colocate, to create

0:24:01.760 --> 0:24:05.520
<v Speaker 1>a space um that is really where the best ideas

0:24:05.520 --> 0:24:08.040
<v Speaker 1>are kind of coming out. And I think that when

0:24:08.119 --> 0:24:13.040
<v Speaker 1>that happens, the entire industry benefits from it because you know,

0:24:13.080 --> 0:24:15.240
<v Speaker 1>we get to go and we get to work on

0:24:15.320 --> 0:24:17.960
<v Speaker 1>the next latest and greatest, and we know that it's

0:24:17.960 --> 0:24:20.240
<v Speaker 1>going to be production ready, so that when we're working

0:24:20.240 --> 0:24:23.119
<v Speaker 1>with the studios that they know when they have a

0:24:23.160 --> 0:24:26.400
<v Speaker 1>tent pole film that they can rely on the technology

0:24:26.440 --> 0:24:28.679
<v Speaker 1>that's coming to them. And I think what's at the

0:24:28.760 --> 0:24:33.919
<v Speaker 1>core of that concept is that Epic is interested in

0:24:34.000 --> 0:24:37.480
<v Speaker 1>helping everyone across the board. This isn't something that we're

0:24:37.600 --> 0:24:42.280
<v Speaker 1>focused on anyone company, and the opportunity to help create

0:24:42.320 --> 0:24:47.399
<v Speaker 1>a community around that notion is really implotant, like Miles

0:24:47.440 --> 0:24:50.960
<v Speaker 1>of saying, for the entire industry. So I want to understand, though,

0:24:51.480 --> 0:24:54.360
<v Speaker 1>from a business perspective, what this means to epic are

0:24:54.440 --> 0:24:57.760
<v Speaker 1>are you out there are licensing the software and making revenue?

0:24:57.920 --> 0:25:01.240
<v Speaker 1>Is this material business? I'm sure it's not quite making

0:25:01.240 --> 0:25:04.160
<v Speaker 1>as much as Fortnite if it is, but I'm trying

0:25:04.200 --> 0:25:06.320
<v Speaker 1>to understand that. You know, the fact of the matter

0:25:06.400 --> 0:25:08.520
<v Speaker 1>is you you you kind of hit on something there

0:25:08.600 --> 0:25:12.240
<v Speaker 1>is that we're fortunate enough to not only have Fortnite,

0:25:12.320 --> 0:25:16.359
<v Speaker 1>but Fortnite is built on the Unreal Engine, and so

0:25:16.720 --> 0:25:19.639
<v Speaker 1>as we make the Unreal Engine better for not only

0:25:20.160 --> 0:25:23.160
<v Speaker 1>UM for Fortnite, but also for other Triple A games.

0:25:23.560 --> 0:25:25.560
<v Speaker 1>You know, there are many other games that are built

0:25:25.600 --> 0:25:28.920
<v Speaker 1>on the Unreal Engine. UM. But I think what we

0:25:28.920 --> 0:25:32.199
<v Speaker 1>we we see this future um and and we're starting

0:25:32.200 --> 0:25:34.439
<v Speaker 1>to see it play out in small part right now

0:25:34.560 --> 0:25:37.399
<v Speaker 1>where you know, if I look at my son, my

0:25:37.440 --> 0:25:41.480
<v Speaker 1>son doesn't necessarily pick up a remote control to consume

0:25:41.560 --> 0:25:45.680
<v Speaker 1>his media. He actually uses his gaming console whether he's

0:25:45.680 --> 0:25:49.240
<v Speaker 1>watching linear content where he's playing with his friends, and

0:25:49.280 --> 0:25:52.640
<v Speaker 1>then he's also communicating with them. So I think what

0:25:52.680 --> 0:25:55.840
<v Speaker 1>we know is that you know, right now, there's games

0:25:55.880 --> 0:25:59.440
<v Speaker 1>over here, and there's linear content here, and there's experiences

0:25:59.480 --> 0:26:02.800
<v Speaker 1>over here. Or I think the promise of the Unreal

0:26:02.840 --> 0:26:05.560
<v Speaker 1>Engine is that you'll be able to create a world

0:26:06.640 --> 0:26:12.480
<v Speaker 1>that can have implications in linear content and experiences and

0:26:12.600 --> 0:26:16.360
<v Speaker 1>in gaming using the same assets. And so for us

0:26:16.520 --> 0:26:18.560
<v Speaker 1>with what what we're looking at is, you know, some

0:26:18.680 --> 0:26:22.320
<v Speaker 1>of the greatest ideas come out of film and television

0:26:22.359 --> 0:26:25.080
<v Speaker 1>and and happen in the Los Angeles areas and in

0:26:25.160 --> 0:26:27.320
<v Speaker 1>other areas as well, Don't get me wrong. I mean,

0:26:27.560 --> 0:26:31.040
<v Speaker 1>you know, we're seeing amazing stories coming out of some

0:26:31.200 --> 0:26:35.240
<v Speaker 1>of these other countries. UM. And what we're trying to

0:26:35.280 --> 0:26:39.320
<v Speaker 1>do is really create these tools whereby stories can be

0:26:39.480 --> 0:26:43.120
<v Speaker 1>told in all of these mediums. And we are fortunate

0:26:43.320 --> 0:26:46.640
<v Speaker 1>enough to have Fortnite, which is helping this. We're also

0:26:47.359 --> 0:26:49.879
<v Speaker 1>a private company so that we can look at the

0:26:49.960 --> 0:26:53.359
<v Speaker 1>long game and what this is. UM. And you know,

0:26:53.600 --> 0:26:58.400
<v Speaker 1>I think again back to what I was saying before, UM,

0:26:58.520 --> 0:27:00.600
<v Speaker 1>we just want more and more ple to be able

0:27:00.640 --> 0:27:03.120
<v Speaker 1>to be creative. And we believe that when people are

0:27:03.119 --> 0:27:07.159
<v Speaker 1>successful in their creativity, everybody is going to be successful.

0:27:07.359 --> 0:27:10.560
<v Speaker 1>But are you making money on this yet? I want

0:27:10.560 --> 0:27:15.160
<v Speaker 1>an answer there, huh, So I would say that we're

0:27:15.200 --> 0:27:19.080
<v Speaker 1>not making money anywhere near what we're making. So actually

0:27:19.280 --> 0:27:23.159
<v Speaker 1>I'll answer more directly. Our business model is with gaming.

0:27:23.440 --> 0:27:25.680
<v Speaker 1>If you use that n Real engine. The U list

0:27:25.840 --> 0:27:30.119
<v Speaker 1>is that you'll pay five. In the film and television space,

0:27:30.440 --> 0:27:33.119
<v Speaker 1>we get rid of that, and there are no marketing rights,

0:27:33.400 --> 0:27:37.880
<v Speaker 1>so literally anybody can basically use the engine. We don't

0:27:38.000 --> 0:27:42.000
<v Speaker 1>charge very much right now, So to answer your question, no,

0:27:42.480 --> 0:27:44.760
<v Speaker 1>we're not trying to make a lot of money in

0:27:44.800 --> 0:27:48.320
<v Speaker 1>this area. We believe that the future is going to

0:27:48.359 --> 0:27:52.560
<v Speaker 1>be successful for everyone, and that that the future will

0:27:52.600 --> 0:27:55.760
<v Speaker 1>be that you're going to see some of these filmmakers

0:27:55.800 --> 0:27:59.760
<v Speaker 1>and storytellers not only tell linear stories, but they're also

0:28:00.000 --> 0:28:02.440
<v Speaker 1>to be in the game space, and and we will

0:28:02.480 --> 0:28:06.720
<v Speaker 1>continue to grow that the future is also Unreal Engine five.

0:28:07.000 --> 0:28:11.919
<v Speaker 1>This next iteration of the secret sauce, Uh, what what

0:28:12.040 --> 0:28:13.520
<v Speaker 1>is that going to bring to the table? Is that

0:28:13.560 --> 0:28:16.560
<v Speaker 1>gonna When does that hit? When does that? What does

0:28:16.600 --> 0:28:20.920
<v Speaker 1>that change? I can't contain myself. It's so exciting. This

0:28:21.080 --> 0:28:23.879
<v Speaker 1>next year is going to bring some of the most

0:28:23.920 --> 0:28:29.200
<v Speaker 1>amazing advancements. Um kind of across the board. Um so

0:28:29.600 --> 0:28:32.400
<v Speaker 1>um what is it? Unreal five? What does it really mean?

0:28:32.920 --> 0:28:35.120
<v Speaker 1>It means that you're going to be able to do

0:28:36.080 --> 0:28:40.040
<v Speaker 1>film quality assets and moving around in envirnus. You're going

0:28:40.080 --> 0:28:42.280
<v Speaker 1>to be able to filmmakers will be able to in

0:28:42.400 --> 0:28:46.240
<v Speaker 1>essence play god um and do anything in the engine,

0:28:46.280 --> 0:28:50.040
<v Speaker 1>and you're not worried about the processing power or anything

0:28:50.080 --> 0:28:52.200
<v Speaker 1>like that in in some of these. So if you

0:28:52.320 --> 0:28:54.800
<v Speaker 1>saw the demo, you can see how close you can

0:28:54.800 --> 0:28:57.440
<v Speaker 1>get in on these assets and then it looks like

0:28:57.760 --> 0:29:01.959
<v Speaker 1>a feature film yet it's running and basically uh ps

0:29:02.080 --> 0:29:06.360
<v Speaker 1>five in that case. So it's it's gonna be fund

0:29:06.480 --> 0:29:10.600
<v Speaker 1>It's gonna fundamentally shift the way um people are making

0:29:10.640 --> 0:29:14.120
<v Speaker 1>content and how iterative they're going to be able to

0:29:14.160 --> 0:29:17.840
<v Speaker 1>be on a near final image and um miles. You

0:29:17.880 --> 0:29:21.200
<v Speaker 1>also recently completed work on a second edition of the

0:29:21.280 --> 0:29:25.280
<v Speaker 1>Virtual Production Guide What what does that do? And what

0:29:25.480 --> 0:29:29.040
<v Speaker 1>is new? Well, so when I kind of first came

0:29:29.080 --> 0:29:32.040
<v Speaker 1>into Epic, one of the things I noticed a lot

0:29:32.160 --> 0:29:34.640
<v Speaker 1>of the colleagues who I had worked with for a

0:29:34.680 --> 0:29:37.520
<v Speaker 1>long time, who are out there you know, the third floor,

0:29:37.680 --> 0:29:40.760
<v Speaker 1>and and Halon and some of these other folks. We

0:29:40.800 --> 0:29:43.960
<v Speaker 1>had brought together a group, and I noticed that the

0:29:44.480 --> 0:29:47.840
<v Speaker 1>conversation they were talking about the same thing when they

0:29:47.880 --> 0:29:50.800
<v Speaker 1>were talking about virtual production, but they were using different words,

0:29:51.360 --> 0:29:54.080
<v Speaker 1>they were using different ideas, And so it struck me

0:29:54.200 --> 0:29:58.040
<v Speaker 1>that we needed something that could kind of have people

0:29:58.080 --> 0:30:01.160
<v Speaker 1>tell their stories, tell their variance is but we could

0:30:01.200 --> 0:30:04.280
<v Speaker 1>start to standardize on some of the ideas out there.

0:30:04.800 --> 0:30:07.200
<v Speaker 1>I also always knew that we're in the beginning, and

0:30:07.560 --> 0:30:11.000
<v Speaker 1>my experience when you're in the beginning of something, anything

0:30:11.040 --> 0:30:13.240
<v Speaker 1>that you printed last year is not going to be

0:30:13.280 --> 0:30:17.880
<v Speaker 1>accurate anymore about it next year. So, UM, this new version,

0:30:18.040 --> 0:30:20.520
<v Speaker 1>if that first one was, you know, roughly nineties some

0:30:20.640 --> 0:30:24.080
<v Speaker 1>odd pages, we're up in the hundred and fifty seventy

0:30:24.120 --> 0:30:28.320
<v Speaker 1>page range. Um, and a lot of a lot more

0:30:28.400 --> 0:30:31.800
<v Speaker 1>stories from a lot more people who have actually had

0:30:31.840 --> 0:30:34.880
<v Speaker 1>experience with it, and we get into much more detail

0:30:34.960 --> 0:30:39.360
<v Speaker 1>about how you employ some of the virtual production techniques. Connie,

0:30:40.160 --> 0:30:44.320
<v Speaker 1>I want you to look back at which of course

0:30:44.400 --> 0:30:48.240
<v Speaker 1>was shadowed greatly by the pandemic. Do you think the

0:30:48.560 --> 0:30:54.600
<v Speaker 1>arc of unreal engines work in virtual production would have

0:30:54.680 --> 0:30:58.560
<v Speaker 1>been different in a more normal year or is it

0:30:58.720 --> 0:31:02.240
<v Speaker 1>something that really drove the technology along. I think it's

0:31:02.320 --> 0:31:08.080
<v Speaker 1>really driven the technology along more so than um it

0:31:08.160 --> 0:31:11.880
<v Speaker 1>may have otherwise in some ways, because I think the

0:31:11.920 --> 0:31:18.520
<v Speaker 1>ability for all of us to trust virtual solutions has changed.

0:31:19.160 --> 0:31:21.720
<v Speaker 1>I think the fact that we've all gone to work

0:31:21.760 --> 0:31:26.400
<v Speaker 1>from home when that was looked at as possibly something

0:31:27.000 --> 0:31:31.240
<v Speaker 1>that was detrimental to the productivity of many companies, has

0:31:31.280 --> 0:31:36.400
<v Speaker 1>been proven quite the opposite. And I think also UM

0:31:36.440 --> 0:31:41.040
<v Speaker 1>you know, techniques of filmmaking have UM maybe been a

0:31:41.040 --> 0:31:44.400
<v Speaker 1>little resistant to some of these tools, and now I

0:31:44.440 --> 0:31:47.760
<v Speaker 1>think they're embracing them because it's a solution that's going

0:31:47.760 --> 0:31:51.680
<v Speaker 1>to get them back into production sooner. So I've noticed

0:31:52.040 --> 0:31:56.520
<v Speaker 1>a lot of people preparing their projects differently in order

0:31:56.560 --> 0:32:02.800
<v Speaker 1>to UM two increase LEWD, different aspects of virtual production

0:32:02.840 --> 0:32:07.080
<v Speaker 1>that they may not have decided to use otherwise. And

0:32:07.120 --> 0:32:10.800
<v Speaker 1>I think that has UM created a different kind of

0:32:10.840 --> 0:32:14.800
<v Speaker 1>community because everybody needs to support one another in this process.

0:32:15.240 --> 0:32:18.360
<v Speaker 1>There everyone's had different experiences that they can bring to

0:32:18.400 --> 0:32:21.560
<v Speaker 1>the table, and I think there's been a lot more

0:32:21.680 --> 0:32:25.960
<v Speaker 1>sharing of ideas and collaboration as a result, and I

0:32:26.000 --> 0:32:29.840
<v Speaker 1>think UM I think we're going to see some really

0:32:29.920 --> 0:32:33.760
<v Speaker 1>interesting stages set up in the next few months where

0:32:33.840 --> 0:32:37.000
<v Speaker 1>people are willing to take this risk because they can

0:32:37.040 --> 0:32:39.560
<v Speaker 1>see that there are so many opportunities to what it

0:32:39.600 --> 0:32:42.680
<v Speaker 1>has to offer terrific. Well, I'm really looking forward to

0:32:42.800 --> 0:32:46.400
<v Speaker 1>seeing the progress you guys make this year, and thank

0:32:46.440 --> 0:32:49.640
<v Speaker 1>you both for coming and talking about it. Thank you

0:32:49.720 --> 0:32:59.400
<v Speaker 1>for having it. This has been another episode of Strictly Business.

0:32:59.560 --> 0:33:02.800
<v Speaker 1>Tune in next week for another helping of scintillating conversation

0:33:02.920 --> 0:33:05.480
<v Speaker 1>with media movers and shakers, and please make sure you

0:33:05.520 --> 0:33:09.000
<v Speaker 1>subscribe to the podcast to hear future episodes. Also, leave

0:33:09.000 --> 0:33:11.880
<v Speaker 1>a review in Apple Podcasts and let us know how

0:33:11.880 --> 0:33:12.320
<v Speaker 1>we're doing