09/06/2026
The final part of our ‘conversations we don’t want to have in Annecy’ series. We get asked this a lot, or something along the lines of, ‘Oh, I didn’t realise you could make things look like that in ’. When we started using Unreal in 2019 the question wasn’t as shocking as there hadn’t been an awful lot made in a game engine that looked cinematic, let alone something stylised, but there’s been plenty since. In fact it was our initial challenge to ourselves to be able to do the majority of our client work in Unreal.
We started out using Unreal to speed up render times, but once we got into sequencer, blueprints, fbx pipelines, blueprints, widgets, python and control rig there was no turning back. The main thing we’ve had to learn from working on a wide variety of projects is how to achieve so many different styles: render buffers, materials, post-processing, rigs, deformers, shaders, lighting; all of it can help achieve an artist’s vision.
I realise the title is about conversations we don’t want to have, and then I’ve had loads to say about it, the irony isn’t lost on me 🙃 There’s loads to talk about on this topic, but hopefully people are no longer expecting Unreal projects to feature an orc and a sword.
If you do want to talk about orcs and swords it’s probably better to have that conversation at Epic Games
(We’ll be posting some of the stuff we do want to talk about as of next week).