What new tech and tools has Atomhawk been introducing to improve workflows?
“For the last three years, we have been using Unreal Engine to explore in-engine content creation. Previously, I would create the concept art and pass it off to the engineering folk to make my art ‘show up’ in game. Now, our designers can jump right into Unreal and produce stunning previsualisation vertical slices.
This type of early exploration is redefining the way we consider concepting and speeding up the pre-visualisation process to gamedev. We can validate art styles and move around in game space before there is even a game. We get a feel for what clients want to build at a fraction of the cost of a traditional vertical slice.
Not only have these tools improved our workflows, but they also allow for cross-disciplinary collaboration, new business opportunities, and cross-industry growth with transmedia content creation. We’ve been calling this method Concept 2.0–the introduction of in-engine content for our client projects. A way to speed up the content creation process with the use of more technology-focused workflows and artist empowering tools.
Additionally, our technical artists can develop more custom and bespoke tools that help speed up and improve in-engine concepting. Not limited to concepting, we’ve been building tools that enhance our animators’ abilities, adding more flexibility for creating better cinematics. Our cross-disciplinary teams are now working more closely in far more iterative workflows, which in return fuels better creativity, creative results, and reduced costs and timelines for our clients.”