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VIDEO GAME ENGINE POWERS<br />

STAN LEE’S THE GUARDIAN<br />

PROJECT ACROSS MEDIAS<br />

BY JOHN GAUDIOSI<br />

THE MAN WHO CONJURED SOME OF THE<br />

MOST BELOVED SUPERHEROES OF ALL TIME,<br />

including Spider-Man, Iron Man, Captain America,<br />

and Thor, has a new legion of heroes primed<br />

for the twenty-first century. Stan Lee’s The<br />

Guardian Project offers 30 unique, animated<br />

characters, each based on an existing National<br />

Hockey League (NHL) franchise. To attract a new,<br />

younger generation of hockey fans, the NHL has<br />

partnered with Lee’s POW! Entertainment and<br />

SLG Entertainment to create Guardian Media<br />

Entertainment (GME). GME is deep into production<br />

of a cross-platform franchise set to launch in<br />

conjunction with the 2011–12 NHL season. And<br />

powering the new computer-generated TV series<br />

and online video game is Epic Games’ Unreal<br />

Engine* 3 technology, marking the first time<br />

game engine technology has been used for a<br />

mainstream Hollywood television project.<br />

Peter Krygowski, the director of The Guardian<br />

Project at Vicon House of Moves (HOM), where<br />

the performance capture for these digital<br />

characters was created, said that game engine<br />

resolution has reached a place where it can<br />

address the quality that other media demands.<br />

“A cross-pollination is now happening between<br />

games and other media,” explained Krygowski,<br />

who has been active in the video game space<br />

for 12 years. “Obviously, games have been in<br />

the public eye for a while, but only recently has<br />

the talent behind them begun to work in other<br />

media, applying their problem-solving ideas to<br />

traditional pipelines.”<br />

Building Across Mediums<br />

The pipeline that HOM used for this digital<br />

undertaking relied on <strong>Intel</strong><strong>®</strong> Xeon<strong>®</strong> processor<br />

quad-core technology to bring high-resolution,<br />

fully detailed computer-generated (CG) characters<br />

to life. Each character is a superhero version of<br />

a hockey team, possessing unique super powers<br />

and representing a specific city and environment.<br />

The San Jose Shark, for example, uses his<br />

Silicon Valley roots to hack into computers with<br />

technopathy. Krygowski said the overall goal<br />

was to tell a story that connects each character’s<br />

super powers with its city.<br />

“The artist who designed these characters with<br />

Lee has a background in character animation and<br />

design for both television and gaming, and he<br />

warned us that many designs would have to be<br />

simplified to work for both outlets,” recalled Tony<br />

Chargin, executive vice president of GME Creative<br />

Affairs. “However, when we began working with<br />

Vicon, their process allowed us to realize in our<br />

final products all of the detail we imagined in the<br />

original designs, without sacrificing anything.”<br />

intel visual adrenaline no. 10, 2011 3

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