We’re Lucas and Carol-Anne. We’re voice actors, musicians, and visual artists, with a passion for compelling narrative video games.
Our claim to 15 minutes of fame was doing voice work for anime like Gundam cartoons, some versions of Dragonball and Lucas was Zero in the Mega Man X franchise in the early 2000’s.
Our powers combined, we’re the Hermit Collective! And we’re making Lampblack. Lampblack is a third person narrative adventure with behavioural, cerebral, and philosophical puzzles. It’s a game that demands mindful exploration, attention to details, and an astute understanding of behavior. All of this is packaged in a beautiful and surreal world.
And that’s where Reallusion came in. The characters are very important in a story and game such as this, and we needed to have stunning characters brought to life in a believable way that could elicit an emotional response from our audience. And that’s what we’ve got! So that’s us! Thanks for being here! We love you.
With Character Creator 3 we cannot only flesh out our core cast, but we can create dozens if not hundreds of iterated characters for an entire village or city. This enables us to make an entire world in an attractive amount of time. Before, we’ve spent over a year making one three minute hand drawn animation. Now, we can accomplish in days what previously took years.
Cepheus Protocol is an independently developed top-down open world RTS inspired by XCOM, Company of Heroes, and Parasite Eve.
The team is led by CEO and Game Director Robert Smith, who leads a team of diverse individuals from various backgrounds from all around the world who are utilizing Character Creator 3 in their RTS game due to release in May 2020.
“Character Creator solved a lot of problems for us creatively, as we didn’t have the character modelers needed to populate a city.”
Will Iverson has been working in the computer and information technology field professionally since 1990. His diverse background includes developing statistical applications to analyze data from the NASA Space Shuttle, product management for Apple, and developer relations for Symantec’s Visual Cafe.
Clients over the last two decades include Sun, BEA, Canal+ Technologies, AT&T, T-Mobile, the State of Washington, and many, many more. From 2010-2016, Will grew Dev9, a premier Seattle-based consulting company focused on continuous delivery solutions for a wide range of enterprises, including the backend for many large entertainment firms.
Starting in 2017, Will transitioned to independent game development, with a new company, Double Robot where he used iClone and Character Creator to complete his game.
I simply couldn’t have those animated characters without CC3 and iClone, full stop. I was able to build characters from my story bible and animate them in just a few days.
FYQD-Studio reveals the secrets behind Bright Memory: Infinite game development
A new era for game developers has dawned: small and indie game studios can now compete against triple-A studios with the support of real-time technology.
Bright Memory: Infinite, a fusion of FPS and action genres created by a solo developer at FYQD-Studio, has found success and popularity since its January 2019 launch viaEarly Access on Steam. It received an Unreal Dev Grant in 2019 and was presented by NVIDIA CEO Jensen Huang at GTC China 2019.The developer, Zeng Xiancheng, lays out the behind-the-scenes story on how he achieved a spectacular looking game – with the help of Unreal Engine, NVIDIA RTX, and real-time animation tools: iClone and Character Creator.
Developer Zeng Xiancheng is currently working on content for Bright Memory: Infinite, which is slated for release by the end of 2020. He hopes fans continue to stay tuned for the launch. In this article, Zeng shares how he was able to produce the game all by himself with very limited budget and manpower.
Myron Mortakis is the President and founder of HELM Systems, a South Florida-based software development company, specializing in interactive and virtual reality software development.
He carries over his expertise and experience of over 13 years in structuring, organizing and directing development teams. Myron has led his company to international recognition, in the form of award nominations, mainstream world-wide online and print publications, as well as to the creation of HELM’s proprietary 3D rendering engine.
Helm systems is now developing their VR project – The SoulKeeper VR where they used Character Creator and iClone for their Unreal game project.
“Reallusion’s products are an essential component in our development toolbox, as they facilitate and expedite a lot of complex processes that are involved in a character’s production cycle, without sacrificing quality.”
– Myron Mortakis / President-Founder of Helm Systems
Director of Art for Disney’s Epic Mickey and Epic Mickey 2.
Multi award winning Art Director with 20+ Years of Video Game and Mobile Industry Experience.
Mark Stefanowicz is originally from Chelsea, MA. At a very young age, his parents would see him drawing in their living room, lost in his imagination and creativity. Realizing his potential, Mark’s parents enrolled him at the age of six to the Tringarli School of Art.
After his time in college, Mark began his career. Mark eventually joined Electronic Arts as a Lead Artist and progressed to the position of Art Production Manager for Central Art. In 2011, Mark join Disney to become the Art Director of Disney Epic Mickey, Disney Interactive’s flagship game. Mark went on to become Studio Art Director at Junction Point and oversaw development of Disney Epic Mickey 2 while also engaging with other Disney pillars in the organization, from the Archives to Pixar Animation.
In 2016 Mark decided to go out on his own with his partners and create Lost Boys Interactive. Lost Boys quickly grew to a studio of 16 in 2018, and worked on titles for Square Enix, Digital Extremes and Call of Duty.
“After 22 years of working with AAA Studios (EA Games, Disney) I have been searching for a pipeline that can achieve AAA quality production in a matter of days. Reallusion has that. ”
Nick is an award-winning writer and game developer whose career began with a passion project mod – The Forgotten City, after reaching notoriety with his first Skyrim mod that reached 2 million downloads. Before developing games, Nick worked as a legal and strategy advisor to a multi-billion dollar tech company.
Eventually Nick set into making The Forgotten City, by using Character Creator 3, iClone 7 and Unreal Engine, allowing him to win an Australian National’s Writer Guild Award, a 2018 Unreal UnderDog Award, and an Unreal Dev Grant among others.
“I was told it was going to cost a fortune. – That it was going to be about a $500,000 to record the high-quality facial motion capture animations for about 2,000 lines of dialogue. Fortunately, I discovered Character Creator 3 and iClone 7, and was able to create our own facial motion capture animations for about 1% of the cost of traditional facial motion capture.”
My name is Phil, I am 30 years old and I from Germany. As long as I can remember, I have always used Computers, since DOS. (of course the main reason was to play video games.) I don’t remember when was the first time I tried to change something in a game, but I remember that I was young and I was hooked even though I failed at many modding projects.
I decided to study 3D modelling for about 1.5 years. Eventually I started working on our game – Photonic Distress after meeting my colleague Irakli Gagnidze on the UE4 Marketplace. We checked YouTube videos and we saw a Character Creator (CC) video. As tired as we were, we decided to risk it and we bought Character Creator and iClone 7. It took us a while to get the results we wanted, but finally our game was filled with CC Characters!
“I was not happy with the final character results of Mixamo Fuse because the faces weren’t unique enough. Then we discovered Character Creator.” – Philipp Reichling