In this episode, Sica von Medicus, CG Supervisor on Max & the Midknights at Nickelodeon, takes us behind the scenes of one of animation's most ambitious pipeline transformations.
Sica and Jase explore the messy reality of innovation, including:
- The leap of faith that led a traditional TV animation team to bet everything on Unreal Engine, despite having little experience with real-time rendering.
- Why everyone told them "don't use Alembics" – and why they had to do it anyway to preserve the expressive character animation they needed.
- How they invented a custom rim lighting shader when Unreal's limited light channels couldn't handle their complex character lighting needs.
- The creative workarounds for managing international vendor relationships without shared version control systems.
- What it really takes to maintain that "claymation" look in a game engine designed for photorealism.
This isn't a success story with a neat bow – it's the honest account of a team that chose the hard path, made mistakes, learned from failures, and created something unprecedented.
Speakers:
Jase Lindgren, Sr. P4 User Advocate
Sica von Medicus, CG Supervisor at Nickelodeon
Get In Touch:
- E-mail: [email protected]
- LinkedIn: Linkedin.com/in/jaselindgren
Find Us Online:
- Perforce.com
- Perforce.com/podcasts/p4/in-development
- Linkedin.com/company/perforce