Digital World, VFX and Human in Real-time: Case Study of the Short Film “The Heretic”
By the creators of the awarded short films "The BlackSmith", "Adam", and "Book of the Dead", all running at 30 frames per seconds on gaming grade computers, the new film created by the Unity demo team, "The Heretic", is taking on the challenge of high end digital human and VFX in real-time. Silvia, and Mauro will talk respectively about cinematic production and environment design in the context of real-time production pipelines, and Mathieu will give technical details on the tools used and developed on this project to achieve stunning graphics at 30 frames per seconds.
Mauro Frau
, Founder / Creative Director, Treehouse Ninjas, www.treehouseninjas.com
Mauro Frau is a movie industry veteran, currently focusing on today's convergence between games and movies.
After a start in the game industry and a ramp up in commercials, through the last two decades he has been prominently involved in several Hollywood blockbusters wearing different hats, but primarily specializing in look development and lighting, as a senior technical director, sequence lead and art director, working at several leading vfx and animation studios, including The Walt Disney Studios, Industrial Light & Magic, Framestore, Sony Entertainment, Image Engine, Aardman, and more.
In 2017 Mauro took the step of founding Treehouse Ninjas, a hybrid games/movies studio specializing in high end environment work on cinematic and story-driven titles for AAA franchises.
Treehouse Ninjas is an independent studio delivering finely-crafted computer graphics for the visual entertainment industries.
The company's headquarters are located in Budapest, Hungary, and its main focus is in top-quality environments for games and movies, with a unique story-driven approach.
Mathieu Muller
, Senior Product Manager, Unity Technologies
17 years experience in real-time engines, as a software programmer and field engineer (computer graphics, AI, tools,...). After spending a few years on the ground helping film, animation, and broadcast studios to use real-time technologies in their production pipelines, I am now in charge of making Unity a better product for Media&Entertainment studios.
