The Lion King:
Virtual Production
Overview
Brand
Disney
Technology
Virtual Production
Industry
Film
Release date
2019
Introduction
The Lion King Virtual Production System is a multiplayer real-time collaborative platform that uses VR to put filmmakers inside their computer-generated films with live-action capabilities.
“We wanted to create an environment that everyone understood, and equip them with superpowers to make movies that reach for the gut, not for the brain... so that people are making a movie from the heart”
- Ben Grossmann, Magnopus
The brief
As visual effects and computer-generated images grow to represent more and more of the final picture, traditional filmmakers find themselves losing touch with the creation of their films. Jon Favreau gave us the mandate to do anything necessary to make The Lion King feel like a live-action film. Though the imagery itself could look photo-real through modern visual effects, the creative process and the “presence of the film crew” needed to be evident. This was a big challenge that had to be solved.
Traditionally in visual effects work, The Director, Cinematographer, and other department heads find themselves giving notes while looking “over the shoulder” of a technical operator. The direction they give can take days weeks or even months to be addressed, and the accuracy and quality of those revisions are subject to the creative interpretation of the artists and technicians at the desk, who might not have received the direction first-hand.
The filmmakers lose the ability to be ‘hands on’ during the creative process and they lose the ability to react instinctively to the environment, and to the performances of other crew members, as they do on a live-action set.
The solution
To solve this, we knew we needed to put the filmmakers back inside their movies, and put the traditional tools of cinema back in their hands. By building the world of the film in a real-time game engine we could put the filmmakers inside that world through virtual reality, and by connecting interfaces to their traditional live-action cinematography equipment, we could give them and the crew an experience similar to live-action filmmaking. Instead of standing over someone’s shoulder looking at a monitor, we could put them “inside the monitor.” This approach could be used by the Director, Assistant Director, and all members of the camera department, art department, animation, and visual effects, and would even allow traditional live-action crew, like grips and gaffers, to contribute their expertise.
The filmmakers would start their day “scouting the set” which was prepared by the Virtual Art Department (VAD) in multiplayer VR using the virtual production tools. From this, shot lists, lighting notes, animation feedback, and design changes can be made live, or in some cases, requested as revisions by the VAD or Animation teams. When a scene was rehearsed or blocked and ready to shoot, the departments would reassemble in the scene to shoot out the scene using a traditional live-action workflow. As each shot was captured, every detail and change was precisely recorded and sent to the appropriate departments.
Video streams were sent to editorial, where they could be cut in minutes after being shot. Camera animations (as well as the movements of every piece of film equipment like dollies, gear heads, fluid heads, and cranes) would be saved as keyframes with each take and sent to visual effects, along with any changes made to lighting by the cinematographer. Changes to the assets in the scene made by the Art Department could happen on a per-shot basis with full continuity tracking to post-production as well, so that no detail was lost. In addition to providing clear creative direction to post production, the keyframes of the live-action camera operation were used as the final rendered keyframes in visual effects, providing the human-touch that the filmmakers required.
The impact
Real-time engines allowed the bridging of advanced technologies with traditional live-action film equipment, and when combined with immersive technologies like VR, we succeeded in putting the filmmakers back inside their films. We gave them the creative freedom to explore, while ensuring that their intentions and actions flowed through to post production, and by doing so allowed those artists and technicians to focus on making that vision exceptional, rather than trying to figure out what it should be.
As this approach and the technology continues to advance, we’ll move towards more realistic rendering in real-time, which can power video screens that can turn a movie set into the Holodeck. Having put a film crew inside the world of their story, we can soon put the audiences inside the films as well.
"Many have, and will, appreciate the new Lion King for its stunning visuals and commitment to a single, distinctive style. It is, if nothing else, a technical triumph…It will go down in history as one of the first 'virtual productions' with a Hollywood budget. One that proves the potential of VR as a way to make movies.."
Engadget
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Full Credits
Director
Jon Favreau
VFX Supervisor
Rob Legato
Director Of Photography
Caleb Deschanel
Magnopus
Virtual Production Supervisor
Ben Grossmann
Virtual Production Producer
Adrian J Sciutto
Virtual Production Lead
John Brennan
Virtual Production Technical Lead
Lap Van Luu
Virtual Production Executive Producer
Magdalena Wolf
Virtual Production Executive
Alex Henning
Virtual Production Systems Lead
Adrian Sotelo
Virtual Production Hardware Supervisor
Jason Crosby
Virtual Production Software Architect
David Swift
Senior Virtual Production Engineer
Guillermo Quesada Páez
Virtual Production Engineers
Vivek Reddy
Sally Slade
Michelle Shyr
Mechatronic Engineer
Loren Amdahl-Culleton
Virtual Production Operators
Mark Allen
Fernando Rabelo
Virtual Production Technical Artists
Coralie Phanord
Cosku Turhan
Claire Savage
Virtual Production Systems Admin
Caio Andrade