Virtual production is revolutionizing the way we make films and television!
Yeah. Sure. Of course.
But that’s not to say that VP is without its limitations. As of now, a full stage cannot be rendered in high resolution in real time.
More and more, you’re seeing productions hit the market that have made extensive use of these techniques and technologies. Shows like Game of Thrones and Westworld are bringing virtual production into the spotlight, with the former notably adopting the technology for virtual location scouting and previs planning and the latter recreating costly European locations for more affordable in-studio pickup shots. More often, the programs we watch are demonstrating the potential of LED walls and their ability to create (or recreate) nearly flawless worlds. LED and projection technology was also used in major motion pictures like Oblivion, Rogue One, and First Man. And in addition to these films, the Covid-19 pandemic changed Hollywood’s mindset; suddenly, locations that would have had to be practical or green screened were suddenly available
In television, the tangible effect of the technology can be felt with shows like FX’s Snowfall, a series set in the 1980s that saves nearly $50,000 per episode by using virtual technology to simulate sets that would have been painstakingly recreated just ten years ago. Similarly, Disney+’s upcoming Percy Jackson series uses a Canadian VP stage to tell a fantastical story steeped in Greek Mythology. And at Germany’s Studio Babelsberg, Netflix just wrapped a series called 1899 that built a turntable (which allowed crew to move rapidly through complex coverage and turnarounds) in the volume. VP is also finding a home in the world of sports, as decisionmakers believe it could improve live game coverage by using camera technology to display a full range of stats as dynamic 3D objects during the broadcast. And in music, we’re already seeing VP in promotional videos and performances. In 2020, Katy Perry stole the show with a live American Idol performance that used XR to create a 3D virtual environment consisting of a house, chair, and flowers, with which she interacted in real time. Even metal icons Metallica have gotten in on the act, using enormous LED walls for 40th anniversary gigs. Different venues, different circumstances, but all the same technology.
Back in the gaming space, home of the inimitable Unreal Engine, the systems are primarily used for building virtual environments for entertainment and exploration. Again, this is the same set of processes as virtual production in the real world. There is an unavoidable connection between the two applications; the change of medium simply shifts the focus and tools. With industry stalwart Epic Games, Unreal marks a “Virtual Production Week” when the two entertainment industries come together for a conversation about evolving virtual production tools. And during a recent Game Awards ceremony, production company The Mill used motion capture and Unreal Engine to bring characters from the popular Apex Legends game to life. The process used an actor in a mocap suit who interacted with the show’s host in real time. This performer was then seamlessly replaced using virtual production technologies.
Of course, every hot new industry technology poses practical and philosophical questions. For all its convenience, there is an element of alchemy productions might lose by relying too heavily on these digital sets. While it may seem indistinguishable now, a growing chorus of cinephiles yearns for the days of location shooting and constructed sets. In the same way early CGI