Unreal Engine recently published an article and interview on Halon’s adoption of a realtime workflow.

This makes sense, as while Halon offers a lot of different services, its pipeline for previs does not differ significantly from its pipeline for game cinematics. “We tend to do the same things,” says Chris Ferriter, CEO at Halon. “We tend to use performance capture. We tend to use virtual cameras.”

All artists at Halon are now Unreal Engine generalists, which has enabled the company to take on a much broader range of projects. “Standardizing our use of Unreal Engine across all projects has allowed us to branch out into a number of services that would not have been reasonable for us to offer in the past,” says Ferriter.

To read the full article, please visit: http://www.unrealengine.com/en-US/spotlights/halon-entertainment-puts-real-time-tools-at-the-heart-of-its-business