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Ubisoft - Tom Clancy’s Ghost Recon - Breakpoint

14/10/2019
Post Production
Paris, France
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MIKROS MPC BRINGS BACK TO LIFE TOM CLANCY’S GHOSTS FOR A NEW OPUS

For this seventh collaboration with Ubisoft, the team at Mikros MPC has once more transported gamers into the universe of the new compelling adaptation of Tom Clancy’s Ghost Recon.


Continuing the tradition of extreme realism in their trailers, Ubisoft’s ‘Ghost Recon Breakpoint’ required a strong collaboration with renowned cinematographer, Vellas, and DOP, Khalid Mohtaseb, and major actors in the industry, DDB Paris, Frenzy, to create various versions (30 sec, 90 sec, 4min40), all at the quality level of a feature film.

During this four-month project, Mikros MPC was involved in every step of the process, from pre-production, to on-set and post-production.

Jao M’Changama, VFX Supervisor at Mikros MPC, commented:

“I’ve worked on four different Ubisoft projects with DDB Paris so far. Each of them relied on fantastic storytelling and visual challenges so that each movie responds to a highest level of realism. So, whether on the preparatory stages or on set, our teams are deeply involved in the discussions to ensure we will be able to create all the assets and effects that support the artistic direction and expectations. This also calls for an always renewed creative approach on our side.”

With a strong creative direction in mind, the director and DOP were keen to bringing a high level of authenticity in both the storytelling and artistic approach. As such, an army consultant was present on set to provide direction to actors but also on effects. It was critical to balance the realism but ensure a clear link to the universe of the game. To do this, Mikros MPC enhanced most of the plates with smoke, explosions, bullet trajectories, impacts, tracers to scale up the visual impact. Additionally, the team recreated game assets in 3D like guns, drones and a shot in full CG with the explosion of the helicopter.

“Ubisoft provided us with the models and the design but we had to rework them all to ensure that we met a consistent level of photo-realism in every sequences. As they were initially designed for gaming, we had to augment their definition, retexture them to import in our pipe, so that our animators could also raise the bar even higher, particularly to make the machines look like real life,” explains Guillaume Dadaglio, CG Supervisor, Mikros MPC.


Behind the scene:




About The Mill Paris
Mill Paris offers bespoke full service production solutions across feature film animation, VFX, film, advertising and post-production.
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