Game developers face constant challenges to deliver their game from concept to commercialization and some have chosen the Reallusion iClone character creation and animation solution to get their title to market faster and help to keep their studio on budget.
Featured game developers using Reallusion’s character and facial animation tools include; Invader Studios, HakJak Games, Vassago Studios and more featuring Unreal Engine, Unity and CRYENGINE.
*Check out some of the real-life stories below on how Reallusion’s new Game Character standards have empowered indie studios and solo game developers alike.
12/12/2017 Rome, ITA – Invader Studios from Italy, is an independent software house located in the Roman countryside. The company was officially founded in July 2016 by a group of young and ambitious game developers. The core team is made of more than 10 professionals with external collaborators working remotely from different regions.
After the worldwide resonance of our Resident Evil 2 unofficial remake, and our meeting and support from Capcom Ltd. in Osaka, Japan we at Invader Studios are currently working on our first cinematographic survival horror IP developed with the Unreal Engine 4 titled: Daymare: 1998, which is planned to be released in 2018 on PC, Xbox One, and Playstation 4.
Today, Invader Studios would like to announce that thanks toReallusion’s Faceware Realtime for iClone Facial Mocap, Daymare: 1998 will be more cinematographic than ever as this animation technology has enabled us to streamline the production of our first, third person survival horror IP.
“iClone 7 now has an amazing AAA game studio-level tool for creation of realistic facial animations.” – Michelle Giannone / Invader Studios
Vassago Studios was founded in 2014 by Roman Perezogin, who has been working independently with his own funds in this one-man studio, where he has utilized iClone and its Character Creator tool to meet deadlines and funding for the game.
In 2015 the production of the first Vassago Studios title “Darkness Anomaly” started with the creation of a playable demo which tapped into the CRYENGINE INDIE DEVELOPMENT FUND – a grant program for the indie dev teams doing work with CRYENGINE.
The aim of the campaign was to test the atmosphere of CRYENGINE for a horror game. In 2016, preparations for the campaign began, bringing insights to whether there is interest in the game idea for Steam – Valve’s digital distribution platform. After only 3 days, Darkness Anomaly ranked 10th of all submitted projects.
“Creating beautiful, highly-detailed NPCs in hours, and letting them come alive in the CRYENGINE was never so easy before! We are very lucky to have found the iClone software for indie devs.” – Roman Perezogin
“Creating game characters and animation is a snap for Unreal. There’s lots of tools out there for animation, but iClone 7 just does it a bit faster and the characters look great inside the real-time PBR viewport while I’m animating.”
Learn how to create and animate game characters for the Unreal engine UE4 with iClone.
Chad Schoonover’s 10 video tutorial series will show the process to create and animate Character Creator characters for iClone, motion editing in Motion Builder and iClone compared and preparing characters for export to Unreal.
The entire process workflow is documented by Chad, just as he has documented the process for animation studio teams he has lead. Chad uses screenshots to detail the path to Unreal from iClone. Download PDF here. Reallusion_CC2iC2UE4
Hi, I’m Ron Gonzalez and I seem to be living two lives, in one life I’m a part-time college instructor – I teach graphic arts, web development and animation, I’m married, I have two kids, I pay my taxes and I help older ladies to cross the road.
And the other life – I am an indie game developer where I go by the Alias hacker Sparckman, underground-cyber bot super hero, with one objective and that is to free indie game developers from evil coding by using new generation tools to build quicker, faster, better apps, and games.
If you are a Photoshop artist, a Dreamweaver designer, or an Adobe user with a Creative Cloud membership then we have some awesome news for you as now you can animate 3D characters with thousands of high-quality Mixamo animations for FREE!
…well sort of free because you still need a $9.99 membership. But it really is an all-you-can-eat at the Adobe animation buffet!
So you’ve thought about video game development before, and you’ve done your research. You might already have an idea of the game making platform you wish to use such as Unreal, or Unity. But what about all the rest of the stuff you need to create?
There are tons of character libraries online but… your game is original, and you need an original-looking character to represent your game IP. How do you quickly create and customize your own unique 3D characters? Where can you find loopable motion cycles? Is there a place where you can find thousands of customizable 3D props?
Holding a torch in a dark cave.
All these are very important questions that every developer has had to answer. And the amount of tools, workflows and processes is so overwhelming that it often feels like we are left holding a torch in a dark cave. Hoping to stumble upon a beacon of light that can solve this asset problem…. alas, but there is a solution!
Character Creator is an incredibly powerful and versatile tool that allows you to create an unlimited variety of game characters for your Unreal game project.
This 5-part tutorial series starts off by creating a character from scratch in Character Creator, then proceeds to show you how to animate both the face and body in iClone. From there, you’ll learn about the correct import/export settings for getting your character and game motions into Unreal. Finally, the last tutorial tackles the task of getting your character to move around in your game project and animate both body and face at the press of a button.
1. Creating your Own Character
This demonstrates the process of creating your own character while touching on some of the powerful customization tools, Substance material effects and the addition of accessories.