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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>G.E.M.I.X.: Game Engine Movie Interaction eXperience</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Tommaso</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Laura Anna</string-name>
          <email>ripamonti@di. unimi.it</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Davide</string-name>
          <email>gadia@di. unimi.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dario</string-name>
          <email>dario@di</email>
          <email>dario@di. unimi.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Author Keywords
Previsualization; Human-Centered Design; Game Engine;
Movie Production Pipeline</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Celata, University of</institution>
          ,
          <addr-line>Milan, Milan</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gadia, University of</institution>
          ,
          <addr-line>Milan, Milan</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Maggiorini, University of</institution>
          ,
          <addr-line>Milan, Milan</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Notarangelo, University of</institution>
          ,
          <addr-line>Milan, Milan</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Ripamonti, University of</institution>
          ,
          <addr-line>Milan, Milan</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>152</fpage>
      <lpage>158</lpage>
      <abstract>
        <p>The use of Computer Graphics in the production of movies and Visual Effects is a well-known and established practice in the today industry. Due to the articulated structure of a movie production pipeline, there is a continous need for advanced tools aimed at speeding-up and optimizing the work of each pipeline department. In particular, previsualization represents a crucial step of the pipeline, because it helps to visually evaluate the potentiality of a scene before the final production by using an approximated version of its features (models, animations, etc). In this paper, we describe the design and implementation choices at the basis of G.E.M.I.X. (Game Engine Movie Interaction eXperience), a tool for the interactive production of previsualizations, implemented as an extension of the Unreal 4 game engine. In particular, we have focused our efforts in the analysis and implementation of the visual interface of G.E.M.I.X.. We have adopted a Human-Centered Design approach, collaborating with professionals in the visual effects production, and analyzing their specific needs and requirements, in order to allow a rapid adoption of the G.E.M.I.X. as the main previsualization tool in the production pipeline.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION
The current state of movie and visual effect production
industry sees a massive use of Computer Graphics-based
techniques. As a consequence, not only the research on Computer
Graphics is particularly active in investigating and proposing
novel algorithms and techniques to enhance the quality of the
GHItaly18: 2nd Workshop on Games-Human Interaction, May 29, 2018, Castiglione
della Pescaia, Italy.</p>
      <p>Copyright © 2018 for the individual papers by the papers’ authors. Copying permitted
for private and academic purposes. This volume is published and copyrighted by its
editors.
produced renderings and animations, but there is also a
constant request for novel tools aimed at supporting an efficient
and optimized production of the final contents.</p>
      <p>
        In particular, the role of previsualization (also known as
previs or previz) is becoming increasingly crucial in the
preproduction stage. A previsualization in today industry is
basically a “rough” version of the final, more complex, scene [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>This preliminary version of the scene is usually used by the
production team to analyze and tune its features. For example,
a previs can be used to test the efficacy of a particular
lighting setup, the placement of actors or objects in the scene, a
camera setting and movement, etc. In any case, the final goal
of previsualizations is to avoid as much as possible changes
to the scenes content in production or post-production stages,
thus speeding-up the overall work, and lowering the budget.</p>
      <p>
        With the increasing complexity of today movies and special
effects, there is a growing need for flexible tools for
previsualization production, allowing the full interactive control of
every feature, with the possibility to automatically adjust the
overall preview to different levels of approximations. The
game engines [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] currently used in the video game industry
seem to satisfy these technical requirements and to provide
most of the desired features for a previsualization tool.
      </p>
      <p>However, a relevant problem is that these environments are
not specifically designed for previs production; as a
consequence, members of the production team have to face a tough
learning curve in order to become proficient in the use of
these tools. Therefore, this can reduce the control over the
creative process, and, as a consequence, also the final
effectiveness of the produced previsualization.</p>
      <p>In this paper, we present G.E.M.I.X. (Game Engine Movie
Interaction eXperience), a tool for the interactive production
of previsualizations, implemented as an extension of the
Unreal 4 game engine. G.E.M.I.X. has been designed adopting
a Human-Centered Design approach, collaborating with
professionals in the visual effects production, and analyzing their
specific needs and requirements, in order to propose a
previsualization tool characterized not only from a complete set of
customization features, but also from an usability based on
the users skills, needs and preferences.</p>
      <p>The remainder of this paper is organized as follows: in the
following sections we will present a brief overview of the state
of the art related to the production of previsualizations, and
then we will present the overall design process of G.E.M.I.X..</p>
      <p>Finally, we will draw conclusions and discuss major future
developments.</p>
      <p>RELATED WORK
If compared to the situation in the production and
postproduction stages, where several well-established tools,
techniques and technologies have been proposed in the last years,
it is evident how there is a relevant lack of standardization in
the previsualization production field. Indeed, often
previsualizations are managed internally at the pre-production
department, with ad-hoc approaches and tools.</p>
      <p>In analogical productions, previs were usually based on
sketches and illustrations, produced and used in relation to the
overall storyboarding process. In more recent digital
productions, different approaches are adopted. In some cases, previs
are produced using standard 3D modeling and animation
softwares and a set of preliminary predefined assets. However,
this approach requires the presence of a skilled professional (a
modeler or an animator), who usually is not involved fulltime
at this level of the production pipeline. Some specific
commercial softwares for previsualization have been proposed: in
some cases, they allow to produce a more advanced version
of 2D storyboards, based on animated sequences of digital
drawings with audio and sound. Other tools allow the
production of rough 3D scenes by selecting assets from a set of
predefined models and textures, and setting up animations at
different levels of sophistication. However, these tools often
limit the possibilities in the customization of the
previsualization features, and are characterized by interfaces comparable
to other typical 3D animation softwares, thus not easily
accessible to not-experts in 3D content production.</p>
      <p>
        Some academic researches have been proposed to
investigate different solutions and aspects related to the production
of previsualizations. In some cases [
        <xref ref-type="bibr" rid="ref13 ref6">13, 6</xref>
        ], the goal was
to propose some level of standardization in the process, to
achieve an efficient interoperability between different
production tools and among pre-production and production
departments. Other works [
        <xref ref-type="bibr" rid="ref12 ref14">12, 14</xref>
        ] have investigated instead the
potentiality of currently available high-level video game
engines as tools for the efficient production of previsualizations.
      </p>
      <p>The influence of cinematography on video game production is
not a novelty, from both thematic and technical point of view.</p>
      <p>A well-known example is the use of cutscenes, used to break
gameplay in order to show not-interactive moments like e.g.,
conversations, effects of a player’s action, etc. These short
animations usually follows conventions taken from movie
production, and were generated in the past using the same
tools and techniques. In the last years, due to the continuous
growth of the computational power of graphics cards,
realtime rendering has seen a relevant enhancement, such to
allow the use of the same rendering engine for both gameplay
and cutscenes. As a consequence, current game engines like
Unity and Unreal Engine provide specific tools to create and
manage both interactive than offline animations.</p>
      <p>G.E.M.I.X. DESIGN AND IMPLEMENTATION
While most of the works considering high-level game engines
for the production of previsualization address mainly
technical aspects, less efforts have been given to address the
usability of these systems.</p>
      <p>
        In this paper, we describe the design and implementation
choices at the basis of G.E.M.I.X. (Game Engine Movie
Interaction eXperience), a tool for the interactive production
of previsualizations. G.E.M.I.X. has been designed not only
considering how to adapt or to integrate the production tools
available in the game engines from a low-level development
point of view, but mainly focusing on a Human-Centered
Design (HCD) approach [
        <xref ref-type="bibr" rid="ref18 ref7 ref9">9, 18, 7</xref>
        ] in the overall design of the
whole production environment. To this aim, we have
collaborated with EDI - Effetti Digitali Italiani 1, an Italian company
with almost 20 years of experience in the production of visual
effects for cinematography and commercials. EDI staff has
expressed in the last years interest in the integration of
technologies and techniques from different fields (video game,
Virtual Reality) in the production pipeline. In particular, EDI
has decided to radically change the current pre-production
pipeline, by adopting a game-engine based previsualization
as close as possible to the actual needs of the professionals
involved in this process, and with a particular focus on a high
level of usability. To this aim, in collaboration with EDI staff,
we have structured the design process of G.E.M.I.X.
following the HCD principles [
        <xref ref-type="bibr" rid="ref2 ref3 ref7">7, 3, 2</xref>
        ] as resumed in Figure 1.
G.E.M.I.X. requirements
The first stage of the design of G.E.M.I.X. has been the
analysis of EDI requirements, and the understandings of the
needs of the professionals involved in the pre-production
stage. This process was based at first with meetings with
EDI managers and staff, to discuss about the goals and
requirements of the overall project. At the end of this briefings
session, a detailed Project Charter document was produced.
      </p>
      <p>Then, several stakeholders have been asked to fill out a
survey regarding the G.E.M.I.X. project. Using the survey, the
goal was to collect separately the personal vision of
different professionals involved with different roles in the project.</p>
      <p>The survey has been structured with a common section to be
proposed to all the stakeholders, related to general comments
and opinions on the overall G.E.M.I.X. project, followed by a
section specifically prepared for different kinds of
stakeholders. Professionals directly involved in the pre-visualization
process were asked to discuss about the current setup in
previs production, and about the decisions taken to choose the
1https://www.effettidigitali.it/en/
technology and tools to adopt, while professionals involved
in production stage were asked to discuss about the
interoperation between pre-production and production stages, and
to express their opinion on the current previsualization setup
used in EDI. Finally, managers were asked to fill out a
dedicated section related to the strategies and goals for the future
of the company.</p>
      <p>Once collected all the surveys, a detailed list of the
requirements and goals of EDI about the G.E.M.I.X. project has been
defined. We resume the main points:
• Adoption of a game engine as the main environment for</p>
      <p>interactive previs production
• Achievement of a high visual realism still maintaining
real</p>
      <p>time interaction with the previs features
• High interoperation between differen production
departments, through the possibility to import, visualize, and
modify 3D assets of various standard formats, already
available and used in the production stage
• Possibility to create, personalize and animate all the
fea</p>
      <p>
        tures of 3D human models
• Possibility to automatically create large outdoor
environments, with full control over the morphology of the terrain
and its features, and with illumination based on daytime
• Full control of the virtual camera settings and movements
• Possibility to export the previs as an animation
• The adoption of a high-usable and high-intuitive visual
interface, in order to make the tool and its features easily
understandable also to the stakeholders directly involved in
previs production, usually not suited to 3D assets
production softwares
G.E.M.I.X. context of use
On the basis of the analysis of the company requirements, and
of the professionals involved in the design and production of
previsualizations, we have decided to better define the final
stakeholders of G.E.M.I.X. before the beginning of the actual
design of the application. We have decided to adopt the
personas approach [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], in order to identify a small set of
potential target users of a previsualization tool.: the film director,
the director of Photography, the previs artist, and the
scenographer. In Table 1 we present a very synthetized resume of
the main details of each persona.
      </p>
      <p>G.E.M.I.X. design
After the conclusions of the activities described in the
previous sections, we had all the necessary informations in order
to begin with the design and development of a first prototype
of G.E.M.I.X..</p>
      <p>First of all, we have evaluated the currently available game
engines, in order to select the most appropriate for the
inclusion of the needed functionalities. We have decided to use
Unreal Engine as the basis for the implementation of G.E.M.I.X.,
because of the very realistic level of rendering quality, and
for the availability of an advanced multi-track editor (the
Sequencer Editor) providing specific tools for the production
and preview of cinematic sequences in real-time, which is
one of the requirements indicated by EDI. Due to the strict
constraints imposed by Unreal Engine related to the
extension of its features, it was not possible to develop G.E.M.I.X.
as a stand-alone application; rather, it has been implemented
as an application to be run inside Unreal Engine.
Regarding the production features required by EDI, the adopted
approach was to develop only the tools not already provided by
Unreal Engine, and to collect together those already present,
but providing an alternative and intuitive visual interface
designed specifically for the identified personas. At the end of
the prototyping process, G.E.M.I.X. was composed by four
main modules, each dedicated to specific functions, which
will be described in the following subsections.</p>
      <p>Model Viewer
The Model Viewer module is used to visualize one of the 3D
models placed in the previs scene, and to modify its
characteristics and material. Moreover, it allows to import a model
created with an external 3D modelers, or from a database of
available assets.</p>
      <p>Character Creator
The Character Creator allows to create and customize a 3D
model of a human character, to be animated and placed inside
the previs scene. The editor (Figure 2(a)) allows to modify in
an intuitive way several characteristics of the model, like e.g.,
height, hair color, or the amount of body muscles (Figures
2(b) and 2(c)). Moreover, it is possible to load previously
modified models, and to apply further customizations.</p>
      <p>(a)
(b)</p>
      <p>(c)</p>
      <p>To include in G.E.M.I.X. To avoid in G.E.M.I.X.
• Choice among differ- • To lose time with
irrel</p>
      <p>ent scenes/locations evant details
• Predefined models of • Slowness in the
pro</p>
      <p>humans duction of the final
re• Production of effec- sult</p>
      <p>tive previsualizations
• Perfectionist • Presets of customiz- • Not-customizable
• She surrounds herself able lights tools
with people who sup- • Full control of camera • Simulated lighting not
port her artistic talent movements and shoot- close to reality
• She loves experiment- ing parameters</p>
      <p>ing with framing
• To set up the scene for • Very aware of produc- • Easily accessible pro- • Limited flexibility of
previsualization tion times duction tools the software GUI
• To visually communi- • She exploits her artis- • Possibility to cus- • Differences from
stancate the film director’s tic background to un- tomize the production dard movie
producideas destand the film direc- process tion pipeline
tor’s needs
• She is skilled with 3D</p>
      <p>production tools
Scenographer • To design a scene and
its features on the
basis of the film
director’s needs
• To coordinate the
other staff members
responsible for the
scene preparation
• She follows her own
personal aesthetic
taste
• She has different
artistic skills
• A database of differ- • Limited
customiza</p>
      <p>ent models tion of materials
• Freedom to place ob- • Not-realistic preview</p>
      <p>jects of objects
• Customization of
ob</p>
      <p>
        ject materials
The Level Editor is the more sophisticated module
implemented for G.E.M.I.X.. It allows the automatic generation
of an outdoor terrain to be used as the main environment for
the previsualization. This module applies techniques from
the Procedural Content Generation (PCG) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] field in order
to create a complex scenario controlled by a limited set of
parameters, like e.g., dimension, roughness, etc. The adoption
of a PCG-based approach allows several future extensions of
the Level Editor: in fact, PCG is applied in different fields
of Computer Graphics, like e.g., the automatic generation of
buildings and cities [
        <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
        ], or of game levels for platform
games [
        <xref ref-type="bibr" rid="ref15 ref8">15, 8</xref>
        ]. Once generated, the morphology of the
procedural terrain can be further modified by the generation of
roads (Figures 3(a)), or the application of a Sculpting tool
(Figure 3(b)). Moreover, models and characters generated
with the Model Viewer and Character Creator modules can
be loaded inside the environment.
      </p>
      <p>Cinematic Level
Once the previs scene and models have been created and
tuned, the Cinematic Level gives to the user specific tools
to set up the camera settings and movements, using
parameters and techniques directly inspired by cinematography.</p>
      <p>The user can then “register” the previsualization, apply
postprocessing, and export it as a movie. The main idea at the
basis of the Cinematic Level is to give to the user a feedback
as close as possible to the real cinematography experience,
from both the technical than visual point of view.</p>
      <p>G.E.M.I.X. evaluation
We have then focused our attention on the evaluation and
finalization of the visual interface, whose usability and easiness
to use were two of the most important requirements indicated
by EDI.</p>
      <p>
        We have implemented a first wireframe version of the visual
interface, and we have conducted a Nielsen’s heuristic
evalu(a)
(b)
ation [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] with usability experts. A total of 36 violations of
the heuristics were detected, in particular in the Level Editor
and Cinematic Level modules. Figure 4 shows a graph of the
violations of the Nielsen’s heuristics.
      </p>
      <p>The evaluation has led to a clear identification of strengths
and weaknesses of the visual interface of G.E.M.I.X.:
• Strenghts:
– Good level of attractiveness
– Coherent distribution of functionalities
– Easiness of navigation
• Weaknesses:
– No coherence in the layout of some sections
– Difficult reachability of some sections
– Sporadic problems with terminology
– Lack of accelerators to speed up the interaction
We have proceeded to revise the visual interface, with
particular attention to correct the issues in the two more
problematic modules. We have performed a second heuristic
evaluation, which had a positive result. The last step was to finalize
the visual interface with a visual identity based on the EDI
logo. Figures 2, 3 and 5 show the final visual interface of
G.E.M.I.X.</p>
      <p>EDI is currently using G.E.M.I.X. in some selected projects,
and a further evaluation stage will be performed as soon as
relevant data could be collected.</p>
      <p>CONCLUSIONS AND FUTURE WORK
In this paper, we have presented the design and
implementation details of a tool for the production of previsualizations
based on Human-Centered Design approach. G.E.M.I.X. has
been developed as an extension of a currently available game
engine, in collaboration with an Italian company (EDI -
Effetti Digitali Italiani) with almost 20 years of experience in
the production of visual effects. The goal of the project was to
achieve an innovative tool characterized not only from a high
flexibility in the interactive generation of the previs scene
with a high level of visual realism, but also on the accurate
design of a usable and intuitive visual interface, in order to
make it easily understandable to previs professionals with
limited skills in 3D assets production.</p>
      <p>The final version of G.E.M.I.X. is currently used in EDI, after
an iterative process of validation of its visual interface. In the
future, we plan a second evaluation stage, based on the
opinion and comments from EDI professionals after the adoption
of G.E.M.I.X. as main tool for previs production.</p>
      <p>Future extensions of G.E.M.I.X. functionalities are possible,
like e.g., the integration of procedural tool to generate other
environments (cities, indoors environments), and the support
for Virtual Reality visualization devices, due to the growing
interest in the production of immersive movies.</p>
      <p>ACKNOWLEDGMENTS
The authors would like to thank Francesco Grisi della Piè and
all the staff at EDI - Effetti Digitali Italiani for their
collaboration and support.</p>
    </sec>
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