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🎬 Cinematics & Production Pipelines
From Mocap to Final Cut: Hellward Cinematic Workflow in Unreal
Arno Schmitz, Technical Art Director at Guerrilla Games, shares a complete cinematic dialogue pipeline for his Hellward project, showing how to go from raw mocap to polished in-engine shots. Recording all performances himself, he demonstrates Live Link facial capture, QuickMagic body mocap, MetaHuman use, animation passes, and camera work. The article also highlights the new Unreal Engine 5.8 preview with tools like the experimental Mesh Te...
