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Niice, tough just curious why you would use UE for that, rather than a non real-time renderer
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Great question .
We found that being able to develop in real-time helps us and our clients reach target looks much quicker, and the rendering time is is drastically reduced. We can create all the assets and render on a single artists machine without the overhead cost of a renderfarm. If your familiar with the costs of a renderfarm or even using a service for it, it can be rather pricey. Their are other added benefits to using unreal, such as maintaining asset libraries for use on multiple projects, the ability to give our background characters AI so we don’t need to animate them individually or purchase crowd sim software, easy to use physics driven actors, and tons of other systems. In the long run if your client decides their IP is going to be a game, we can use the same assets for the game guaranteeing that the look is maintained across all of their IP. Typically a game studio would be responsible for it separately from the production studio and they almost never share assets, we save clients cost there. Of course game engines have their limitations so you wont see much use for live action visual , but for the web, TV, and especially children’s television, it hits all the marks.