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https://www.panoramaaudiovisual.com/en/2021/06/08/xite-labs-virtual-worlds-unreal-engine-disguise-xr/

disguise - Unreal Engine - Bryson Tiller Xite Labs

IL Motore irreale powered-worlds of Bryson Tiller’s latest concert livestream were created by Xite Labs using Travestimento xR.

The immersive livestream, recorded on Xite Labs’ xR stage in Los Angeles, shows Tiller traveling between six worlds. All these scenarios were, unsurprisingly, tied together by “a narrative that flowed through the songs.” Xite Labs designed the xR content for a total of 14 songs, each performed in virtual environments with different appearances and themes.

For this experience, Xite used the Disguise gx 2c media server as the primary controller for the xR environment. In parallel, it used a dedicated Disguise rx machine to run the Motore irreale scenes through Disguise RenderStream. Elements were also created in Notch to link Tiller to each of the worlds.

Stages in Unreal Engine

The graphics engine chosen was the standard for this type of rendering: Giochi epiciUnreal Engine. Supported by its technology, a world of galaxies, nebulae and spaceships was created; a desert mountain landscape; a flight through a moonlit sky; a guerrilla war that transformed into a neon jungle; and austere corridors with flat lighting whose walls subsequently changed color. To give continuity to the proposal, Tiller performed on a moving platform that “transported” him from one world to another.

The production involved more than 400 hours of development by nine Unreal Engine artists over ten weeks and more than 200 hours by two Notch artists to bring the virtual environments to life. Alongside Xite Labs, the project included the creative studio 92 Group, which was responsible for the overall direction of the show and art direction, while production was handled by HPLA.

disguise - Unreal Engine - Bryson Tiller Xite Labs - Making of

A unique creation

Greg Russell, creative director at Xite Labs, considers this development a milestone in extended reality: “I have not seen anything done in xR that was quite as diverse and complex as this. And the fact that it was shot on our smaller volume in such a short timeframe still blows my mind.”

Similarly, Russell comments that the proposal won over director Mike Carson, cinematographer Russ Fraser and producer Amish Dani, who had not worked in an xR environment before: “It was a very challenging job from a production standpoint because we were basically teaching them the xR workflow on the job. But once they started putting the pieces together they realised its value.”

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Di • 8 Jun, 2021
• Sezione: AR/VR/XR, Postpro, Televisione