Vicon House of Moves Completes NHL/Stan Lee Superhero Franchise Debut
Press Release from Vicon House of Moves
Los Angeles, CA (January 31, 2011)--Vicon House of Moves (HOM), a leading motion capture and animation service company, was contracted by Guardian Media Entertainment (GME), a joint venture between the National Hockey League (NHL) and SLG Entertainment led by Stan Lee of POW! Entertainment, to develop a short film as part of their launch efforts for new superhero franchise titled The Guardian Project.
The Guardian Project Launch
The Guardians, 30 animated superheroes created to reflect NHL team attributes, were individually introduced throughout the month of January via an elaborate social media campaign promoted with broadcast and in-arena marketing support. The culmination of this campaign came during the NHL All-Star Game presented by Discover on January 30th in Raleigh, North Carolina in the form of an animated short created by Vicon House of Moves. The short played in the stadium, on both the Versus and CBC Networks and has also been posted online. The film introduces the new superheroes as they come together to battle villain Deven Dark while he attempts to take over the RBC Center stadium. A battle of good vs. evil ensues as the 30 superheroes leap into action, with the Carolina Hurricane saving the stadium fans, the Guardians and ultimately the RBC Center from utter ruin.
Each of the Guardian superheroes was designed by GME and brought to life as a computer generated (CG) character by HOM. Each of the superheroes derives traits from its city and team brand; the Oiler has a weapon that he plunges into the ground, the Bruin fights evil with his sonic roar, the Los Angeles King has his earthquake-inducing sword and more.
“Vicon House of Moves was a true partner from the get-go, working with us on the 3D build-out of the characters, designing what their signature moves would look like, developing story concepts, creating storyboards, doing the live action shoot, completing motion capture along with managing all of the animation, voiceovers and final edit and delivery,” said Adam Baratta, Chief Creative Officer, GME. “Bringing 30 different characters to life—each of which is tied to on a highly revered NHL team—is no small task, and House of Moves was a great partner to work with on every step of this production.”
Breaking Away with the Unreal Engine
Any project with 30 different characters interacting in a mix of CG and live action environments would pose a challenge to even the largest animation house. In an effort to maximize production efficiencies, HOM used Epic Games’ Unreal Engine to render this animated short for broadcast. This revolutionary application of traditional gaming technology to build high quality content for television was facilitated via HOM’s proprietary workflow and a series of custom toolsets.
“Game engines give you the ability to light and render scenes interactively in real time, even when you’re dealing with multiple characters. With the game engine you reduce the time that it takes to make critical creative decisions because you have the ability to pre-visualize fully rendered scenes,” said Peter Krygowski, director, HOM. “We chose to produce this project using the Unreal engine not only for the reduced render time—but also the dynamic options you can have for environmental controls and effects that would not otherwise make sense for the resources at hand and the tight turnaround window we faced.”
"We wrote several pieces of code to help generate custom shaders and to be able to bring virtual cameras into and out of the Unreal Engine for the purposes of this project," explained Alberto Menache, HOM visual effects supervisor and pipeline developer. “As a result we had incredible creative flexibility, and could render out 8K frames in a matter of seconds—not to mention the savings in gear costs without the need for a multi-CPU render farm!”
In the future HOM aims to tie the Unreal Engine to the Vicon motion capture system so that clients will be able to see their recorded mo-cap performances integrated into game levels rendered in the game engine in real time.
Los Angeles, CA (January 31, 2011)--Vicon House of Moves (HOM), a leading motion capture and animation service company, was contracted by Guardian Media Entertainment (GME), a joint venture between the National Hockey League (NHL) and SLG Entertainment led by Stan Lee of POW! Entertainment, to develop a short film as part of their launch efforts for new superhero franchise titled The Guardian Project.
The Guardian Project Launch
The Guardians, 30 animated superheroes created to reflect NHL team attributes, were individually introduced throughout the month of January via an elaborate social media campaign promoted with broadcast and in-arena marketing support. The culmination of this campaign came during the NHL All-Star Game presented by Discover on January 30th in Raleigh, North Carolina in the form of an animated short created by Vicon House of Moves. The short played in the stadium, on both the Versus and CBC Networks and has also been posted online. The film introduces the new superheroes as they come together to battle villain Deven Dark while he attempts to take over the RBC Center stadium. A battle of good vs. evil ensues as the 30 superheroes leap into action, with the Carolina Hurricane saving the stadium fans, the Guardians and ultimately the RBC Center from utter ruin.
Each of the Guardian superheroes was designed by GME and brought to life as a computer generated (CG) character by HOM. Each of the superheroes derives traits from its city and team brand; the Oiler has a weapon that he plunges into the ground, the Bruin fights evil with his sonic roar, the Los Angeles King has his earthquake-inducing sword and more.
“Vicon House of Moves was a true partner from the get-go, working with us on the 3D build-out of the characters, designing what their signature moves would look like, developing story concepts, creating storyboards, doing the live action shoot, completing motion capture along with managing all of the animation, voiceovers and final edit and delivery,” said Adam Baratta, Chief Creative Officer, GME. “Bringing 30 different characters to life—each of which is tied to on a highly revered NHL team—is no small task, and House of Moves was a great partner to work with on every step of this production.”
Breaking Away with the Unreal Engine
Any project with 30 different characters interacting in a mix of CG and live action environments would pose a challenge to even the largest animation house. In an effort to maximize production efficiencies, HOM used Epic Games’ Unreal Engine to render this animated short for broadcast. This revolutionary application of traditional gaming technology to build high quality content for television was facilitated via HOM’s proprietary workflow and a series of custom toolsets.
“Game engines give you the ability to light and render scenes interactively in real time, even when you’re dealing with multiple characters. With the game engine you reduce the time that it takes to make critical creative decisions because you have the ability to pre-visualize fully rendered scenes,” said Peter Krygowski, director, HOM. “We chose to produce this project using the Unreal engine not only for the reduced render time—but also the dynamic options you can have for environmental controls and effects that would not otherwise make sense for the resources at hand and the tight turnaround window we faced.”
"We wrote several pieces of code to help generate custom shaders and to be able to bring virtual cameras into and out of the Unreal Engine for the purposes of this project," explained Alberto Menache, HOM visual effects supervisor and pipeline developer. “As a result we had incredible creative flexibility, and could render out 8K frames in a matter of seconds—not to mention the savings in gear costs without the need for a multi-CPU render farm!”
In the future HOM aims to tie the Unreal Engine to the Vicon motion capture system so that clients will be able to see their recorded mo-cap performances integrated into game levels rendered in the game engine in real time.























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