Abstract
Technological developments lately have disrupted many things. One of the disruptions was the production of 3D animated short films. Beane (2012) has described production pipelines for 3D animation production. A lecturer and CG (Computer Graphic) artist in animation, we are used to hearing about the 9 phases in 3D production: research and development, modeling, rigging, layout, animation, VFX, lighting, and rendering. However, since 2015, a lot of game engine software has sprung up, making the animation process much easier and more independent for 3D Artists to create works, such as Unity, Unreal Engine, Cry Engine, and others. Based on this phenomenon, the author sees how agile students learn these processes and quickly adapt them to create their animation films. Therefore, the researcher will conduct a case study on three short films that use a game engine in their production pipeline and how it affects the conventional 3D production pipeline. The research aims to discover its influence and relevance to the traditional 3D pipeline.
Author Information
Yohanes Merci Widiastomo, Universitas Multimedia Nusantara, Indonesia
Paper Information
Conference: KAMC2023
Stream: Media Studies
This paper is part of the KAMC2023 Conference Proceedings (View)
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To cite this article:
Widiastomo Y. (2023) Animation Pipeline Disruption: Study Case of Usage of Game Engine in Animation Student Project ISSN: 2436-0503 – The Kyoto Conference on Arts, Media & Culture 2023: Official Conference Proceedings (pp. 675-685) https://doi.org/10.22492/issn.2436-0503.2023.60
To link to this article: https://doi.org/10.22492/issn.2436-0503.2023.60
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