CGSociety :: Production Focus
19 October 2010
"That's a nicely polished summary of what I'd call a truly unique and kick ass work environment filled with inspiring artists who bring tons of skill and heart to every project that goes through the studio." - Kevin Margo
Kevin Margo has been at Blur Studio almost eight years now, and has been CG Supervisor for six of them. Projects he has handled just lately include the Firefall trailer, five minutes of cinematics for Knights Contract, half a dozen Mass Effect 2 TV Spots, 13 minutes of cinematics and a Superbowl commercial for Dante's Inferno, a Terminator Salvation trailer, and 10+ minutes of cinematics for Xmen Origins: Wolverine.
Inspiration
Blur Studio recently completed a trailer for Firefall, a team based action shooter developed by Red 5 Studio. Their mandate was simple: "Here are the characters, aliens, and environment we want to feature...please give us a three minute cinematic to support our game announcement at the PAX conference. Oh and by the way, we need it in seven weeks," Margo recalls.
|  | | Firefall. Image courtesy of BLUR |
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 | | Firefall. Image courtesy of BLUR |
 |  | | Knight's Contract. Image courtesy of BLUR |
 | |  | | Knight's Contract. Image courtesy of BLUR |
| From a visual standpoint the responsibility of each artist with each project is to deliver and evolve the expected Blur Studio quality. One of the benefits of the CG Supervisor position at Blur Studio is the opportunity to handle art direction, technical execution and experimentation with new software/tools. "This led to my interest in V-Ray and championing its full integration into the Blur pipeline," explains Margo. "With Firefall, my team and I had to deliver it looking as great as possible given the extremely tight schedule."
Kevin Margo was the first artist on the project and last off it. About 60 people had a hand in the project, with a core team of about 20 artists completing the entire cinematic in seven very intense weeks. This project called for a broad master plan of execution which he was tapped for constantly. "A lot of my time was spent on look development, critiquing artist progress, organization, facilitating communication, and anticipating and resolving hurdles before they impacted production," Margo continues. "Once the scope and script was sorted out, I worked closely with all the departments from a technical and art direction standpoint." Margo kept a guiding eye on characters, environments, props, lighting, shaders, hair and FX. The lighting direction, master shot and compositing workflows were established for a (nearly) smooth roll out to the team. Towards the end he jumped into production, helping the lighting and compositing team on shots that needed some extra love to hit the bar through to delivery. |
 |  | | Knight's Contract. Image courtesy of BLUR |
 | | The Backstage experience
When Kevin Margo was near to completing his work on EA game Dante's Inferno, he began talking with his lighting/scene assembly leads about the many rendering issues/hurdles encountered. "We had RAM issues on large environments without a functioning proxy system, render times were rising unacceptably high attempting to resolve sampling and GI flickering, vector moblur and Z-Depth DOF in post started to feel very dated," he said. "Blur Studio had occasionally used V-Ray on a few small scale projects, and the results highlighted on those projects were VERY appealing to us. Seeing how V-Ray could easily produce creamy smooth GI lighting, camera DOF and motion blur, fast displacements and BSP instancing/proxy objects caught my attention."
In the door of Blur came a modestly sized cinematics job for the upcoming Knight's Contract game. "These kinds of jobs are always fun. They're very flexible on the front end creative, and aren't burdened with established expectations from client or a fan base that would squelch the team's engagement, leaving plenty of room for substantive creative contributions by every artist," describes Margo. "Projects like this invite visual experimentation that leads to new ways of working. The script, calling for a landscape dense with tall wheat stalks and grass, created the opportunity and necessity that we look into V-Ray."
"The one concern I had was the sparse proof of a sexy looking V-Ray skin shader. Blur Studio cinematics are very character centric and if they didn't look appealing no amount of glossy GI lighting would save the project. After a few weeks of testing the SSS2 skin shader, and some custom built updates from Chaos, we decided the skin, and the other attractive features would suit our needs so we committed to V-Ray. Knights Contract turned out looking great, the lighting team raved about the smooth workflow V-Ray presented, and Blur Studio hasn't looked back since. Since then we've used V-Ray on a killer DCU Online trailer, this Firefall project, a film pitch for The Goon, and some upcoming big name projects."
For the Firefall cinematic, the Blur Studio lighting team needed fast renders in iterative fashion. A smooth, clean workflow mean't better handling of shots between artists. "Sweet looking results with less per shot fiddling were demanded, and V-Ray did all this for us," Margo confirmed. |
|  | | Knight's Contract. Image courtesy of BLUR |
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 |  | | Firefall. Image courtesy of BLUR |
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