[electronic music]
- My name is Stanislaw Luberda.
I'm an animator and motion graphics artist
here at Wisconsin Public Television.
I was the director of "FIBS."
At our station,
we use lots of different tools
for animation and post production.
Something that's been really exciting to me lately
has been using the Unreal engine
as opposed to traditional stuff like After Effects.
- The cool part about Unreal was the fact that it had the ability
to cast real shadows of these very flat images
of the pixel art I was putting in.
So that made those characters feel more embedded in the frame.
- The thing that really made it exciting for me
was being able to iterate
and not having to wait to see what it's going to look like
when we're done.
Unreal is typical used for games
and more and more so for production and post production.
With Unreal,
we can get into things and change anything on the fly
without having to re-render things or process things
like we would in After Effects.
In traditional 3D programs,
you would build your scene or build whatever
and it would render out
and it would take sometimes hours or days.
- One of the reasons that we picked the pixel art style
was because we were able to--
in a smaller period of time that we had,
we wanted to still get very high fidelity animation cycles.
A part of that is achieved by having to use less pixels
and have to draw less to make more assets.
Being able to use that style
to still get these really high fidelity,
still hand-drawn animation styles,
especially in the dance cycles or the walk cycles
and stuff like that.
It was really important to us
and even using a game like "The Last Night"
as a reference to a style
that we really wanted to be able to achieve.
Seeing that it is possible to take a pixel art style
and fit it in a 3D world.
And then we kind of tried to remix that in our own way.
[electronic music]