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the guardian project<br />

knowledge of each Guardian’s powers to<br />

know which Guardians to use in each battle.<br />

Just like Mike, they’ll have to engender<br />

the undying support from the Guardians<br />

and make quick knowledgeable decisions<br />

as to how they are best used in battle.”<br />

Krygowski said the main challenge in this<br />

cross-platform launch has been on the<br />

game side. The pipeline is thinner on the<br />

game engine side, so assets and models<br />

need to respect texture resolutions, rig<br />

requirements, mapping, and megabyte<br />

sizes. He said this is completely “doable,”<br />

however forethought and pre-production<br />

must be strong to address potential issues<br />

regarding these details.<br />

The <strong>Intel</strong> Connection<br />

As Epic continues to expand its Unreal Engine 3<br />

technology, it’s opening up more doors into<br />

Hollywood. Collaboration between <strong>Intel</strong> and<br />

Epic goes back more than 10 years to when<br />

the two companies pioneered landmark-setting<br />

uses of MMX technology. Today, performance<br />

improvements through multi-threading are a<br />

key focus. “<strong>Intel</strong><strong>®</strong> Threading Building Blocks 2.1<br />

allowed us to easily remove allocation-related<br />

multi-threading bottlenecks on 64-bit operating<br />

systems,” said Michael Capps, president of Epic<br />

Games. “We are pleased to share the benefits<br />

of <strong>Intel</strong>’s memory allocator with Unreal Engine<br />

3 licensees, as well.” Through <strong>Intel</strong><strong>®</strong> Software<br />

Development Products recently available via the<br />

Epic Integrated Partner Program, Unreal Engine<br />

licensees have access to additional resources for<br />

multi-threading and performance optimization of<br />

their games.<br />

Mark McNabb, <strong>Intel</strong> application engineer, said<br />

that Epic Games’ recent high-end “Samaritan”<br />

GDC 2011 demonstration running on a high-end<br />

PC looks significantly better than anything<br />

currently available on gaming consoles. “That<br />

demo uses newer DX11 features that aren’t<br />

available on the current consoles, but the newer<br />

PCs support DX11,” said McNabb. “The demo<br />

is intended to showcase the high-end GPU.<br />

But, systems with high-end GPUs tend to also<br />

contain high-end CPUs.”<br />

Epic has capitalized on <strong>Intel</strong> engineering support<br />

during the design of Unreal Engine 3, focusing<br />

in particular on multi-core optimization and the<br />

threading of 3D operations to take full advantage<br />

of parallelization. The key optimization work<br />

divided the main game thread into two individual<br />

threads: one devoted to rendering and the<br />

other to all remaining high-level operations. The<br />

technique, called a “render split,” removes the<br />

processing burden of rendering from the main<br />

game loop. Regardless of what is going on in the<br />

game loop, rendering calls run in parallel, resulting<br />

in a substantial overall performance boost.<br />

It’s this type of advanced power that has allowed<br />

real-time feedback for Hollywood companies<br />

such as HOM to implement this game engine<br />

technology into all of its production work. Video<br />

games, film, and television will benefit from these<br />

advances as the lines continue to blur between<br />

interactive and traditional entertainment.<br />

The Future of<br />

Entertainment<br />

HOM has already integrated Unreal Engine 3<br />

technology into its system, intending to employ<br />

the game project on both video game and<br />

Hollywood projects. Krygowski said that while<br />

traditional TV entertainment still exists, it is fast<br />

becoming the exception and not the rule. He said<br />

the game engine has the ability to help push<br />

the envelope of media by allowing creators to<br />

build a single set of assets for a variety of media,<br />

allowing for real-world environments, assets, and<br />

characters to traverse multiple uses, resolutions,<br />

and intentions.<br />

“With the evolution of DirectX* technology and<br />

rendering, hardware game-engine technology is<br />

becoming more viable,” said Menache. “The trend<br />

is that people like us will be building the tools,<br />

and soon enough software like the UDK (Unreal<br />

Development Kit) will be aimed more toward<br />

creating linear content, as well.”<br />

In Hollywood it all comes down to dollars and cents.<br />

And Chargin believes that video game technology<br />

will become a mainstay in Hollywood because of<br />

economics. He said the Unreal Engine allows his<br />

team to produce a higher quality product in a<br />

fraction of the time of traditional CG animation.<br />

Creatives can bank on this, moving forward. And<br />

the implications for the game industry are also<br />

huge, given that the sharing of assets built in the<br />

same engine will allow for more immersive<br />

experiences. But perhaps more importantly, it will<br />

blur the lines between interactive and linear<br />

entertainment—just as The Guardian Project and<br />

its cast of 30 superheroes is doing. •<br />

About the Author<br />

John Gaudiosi has spent nearly 20 years covering<br />

the video game industry. He also co-founded the<br />

world’s first syndicated video game and<br />

technology network, www.Gamerlive.tv.<br />

intel visual adrenaline no. 10, 2011 6

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