For forks sake!

Our senior generalist, Jon decided to show one of our modellers, Gareth what happens when you are daft enough to order a grand’s worth of mountain bike fork to be delivered to work and be away on holiday for 2 weeks. Needless to say Gareth came back to work sharpish!

Hover your mouse over the images to read the captions!

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Welcome to our new Manchester studio!

We’ve done it, we said we were coming to Manchester and here we are!

Based in the heart of the city, our second studio is spearheaded by Account/Business Development Director Steve Beckett, Head of Production Jane Forsyth and Operations Manager Jill Sheffield.

The new studio comes after a number of big account wins.

If you are interested in working at our new studio, please check out our careers page www.realtimeuk.com/careers.

Keep an eye on our blog for more studio photos coming soon!

Thanks,

RealtimeUK

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Meet our new recruits!

Leading games magazine, MCV have picked up our recruitment story announcing our new recruits to the team!

More information about our new Manchester office to follow, keep an eye on our blog for more news!

Thanks,

RealtimeUK

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Recruitment Update

Our expansion plans have been going extremely well this year. In Q2 we started our new recruitment drive and following some in depth searching have found seven exceptional new members of staff. International Artists; Cristian Scubli and Nick Moutafis, Producer; Shamsher Walia from Prana Studios, Artists; Daniel Fox from Microsoft, Mark Wilks from THQ, Adam Laurie and Sam Taylor from Bolton University.

We followed this up in Q3 with initial plans for a second studio in Manchester. To get this new office up and running we held our hugely successful recruitment day in Media City in October where we met some massively talented people and had some valuable conversations.

We are currently in the process of reviewing all cvs and showreels collected from our recruitment day at MediaCityUK, if you still want to be considered for our available roles below, please send your applications to jenny@realtimeuk.com

CG Generalist
Concept Artist
Matte Painter
VFX Artist
Lighting TD
Lead Modeller

For full job specs please check out our careers page-

www.realtimeuk.com/careers

Thanks,

RealtimeUK

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Recruitment Day Success

Our CGi Presentation and Recruitment Day last week was a huge success, thank you to everyone who attended. We met lots of talented people and had some really valuable conversations.

We understand that some of you couldn’t make the day, but we are still reviewing showreels so please still send in your work if you wish to be considered for one of our available postions:

CG Generalist
Concept Artist
Matte Painter
VFX Artist
Lighting TD

For full job specs please check out our careers page- www.realtimeuk.com/careers

We will be in touch with everyone soon, keep an eye on our blog for more information on our future plans.

Thanks!

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We are coming to Manchester!

We will be holding a CGi presentation and recruitment day in The Open Centre at MediaCityUK on Wednesday, 31st October.

The event starts at 12.30 PM and goes on until 6.00 PM – it will be very informal with two key aspects to the event – a recruitment drive and also presentations of our latest and favourite productions. Senior members of our team will be on hand to meet you to talk about the work we’re doing and the roles we’re currently recruiting. We’re keen for you to bring along any recent work/showreels to see how we might be able to work together.

Our Account Assistant, Jenny McConchie will meet you at our recruitment desk, take down your details and guide you to the appropriate people to discuss the roles that best fit your skills.

We’ll have a few different areas within the venue focusing on different types of work and our MD, Tony Prosser, CG Director Ian Jones and our Senior Artist Graham Collier will be showing our latest movies for Wargaming.net, Microsoft Game Studios, Codemasters and Sega. These guys will offer a rare opportunity to get under the skin of how we work and the production techniques we use. Our Concept Artist and Matte Painter, Stuart Bailey will be giving live demonstrations of his concept art work, demonstrating how he creates his visionary magic and explaining how this critical phase of work fits into our production process.

Our Account Director, Steve Beckett and Head of Production, Jane Forsyth will be on hand to talk about the work we’re doing for TV commercials and broadcast as well as our specialist automotive CGi work. Also, Account Director, Dave Cullinane will be talking in detail about the work we’re doing in the video games industry.

We are looking to hire the following roles on a full time or freelance basis: CG Generalists, Concept Artists, Matte Painters, VFX Artists and Lighting TD’s – please go to www.realtimeuk.com/careers for full job specs.

We believe that Manchester holds exciting, new opportunities and we are taking advantage of the day to explore our expansion plans in the area.

If you are interested in meeting our team, sign up here: SIGN UP

PLEASE NOTE THAT YOU MUST BE AN EU CITIZEN TO APPLY

Follow us on Twitter to be kept updated! @RealtimeUK 

If you are a company interested in finding out more about our services and would like to attend the event please email jenny@realtimeuk.com

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World of Warplanes Trailer 2

Wargaming.net approached RealtimeUK to create a series of high impact trailers to form the centrepiece for the launch of its much anticipated new game ‘World of Warplanes’.

This second trailer has been released today at the world’s largest trade fair for interactive games and entertainment; Gamescom. Our Managing Director, Tony Prosser and Account Director, Dave Cullinane are currently at the festival experiencing the atmosphere first hand.

The trailers are helping to build the excitement amongst the millions of ‘World of Tanks’ players ahead of the game’s launch. The trailer is part of an ongoing campaign with further trailers to be released soon. Watch this space!

Click here to watch the new trailer

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MiNetwork Focus: Inventive incentives, is cash still king?

Our Managing Director, Tony Prosser was recently interviewed by MiNetwork for an article in The Drum, focusing on inventive incentives.

The interview was part of a ’round the table’ discussion with agency’s in London, speaking out about the challenges of keeping hold of staff in what is becoming an increasingly competitive agency landscape.

Click here to view the full article

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‘Warplanes and Battleships Goodness from RealtimeUK’

If you haven’t yet seen our two new trailers for ‘World of Warplanes’ and ‘World of Battleships’, Author Jamie Gwilliam gives his view of our ‘techinal wizardry.’

It’s great to hear that other people enjoy watching our work as much as we do creating it!

http://www.realtimeuk.com/projects/view/world-of-warplanes-teaser-trailer

http://www.realtimeuk.com/projects/view/world-of-warships-teaser-trailer

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Next-Gen Outsourcing

Anyone casting even a casual eye over the industry news headlines of late won’t be surprised to learn that a new generation of consoles is rumoured to be on the horizon.  This transition will face its usual challenges and headaches for everyone in ‘AAA’ development amidst the usual flurry of rumoured technical and hardware specs which will no doubt be the source of fevered speculation over the coming months. Like the last generation and those before it, some developers will succeed in making the transition whilst others will flounder. This time around, like the last one, the studios that succeed will be those who have strong outsource partners, particularly in Art Creation to enable them to scale up rapidly for production.  This time around, Art outsourcing will play an even more prevalent role in next generation at a time when creativity and innovation will be under scrutiny more than ever.   In order to remain competitive, those developers looking to find their place in next gen production will need to find suppliers who are able to provide not just quality, but creativity and the ability to help realise the developer’s vision.

Since the last generation of consoles were released, much has changed in the Industry that indirectly affects ‘AAA’ gaming.  It’s now hard to believe a time when Facebook, smart Phones and tablets weren’t so prevalent and yet they didn’t even exist prior to the current generation of games consoles. Their dominance has now unarguably changed the landscape of gaming forever. So much so, that the level of expectation amongst consumers as to the visual fidelity and gaming experience will be higher than ever before. Console games still lead the pack in heading towards gaming’s Holy Grail – Hollywood visuals married with engaging and emotive interactive experiences.  With internal development headcounts predicted to remain the same in the next gen, studios will increasingly need to partner with Vendors that are trusted to a level of creativity to the production in order to ease the burden of producing high fidelity content that next gen gaming will demand.

Vendors able to make the leap from slavishly acting under instruction to a group viewed as creative partners which acts as an extension to the development team will fare best.  The vendors who ‘get it’, who share the developer’s passion for making the game and are able to make a major contribution at every stage of a game’s production will be the ones who benefit most.  Such premium quality vendors operate in a completely different market to low cost off shored suppliers and are able to make a contribution to a game’s development and creativity at every level.

As one of several suppliers for ‘Kinect Disneyland Adventures’ and both ‘Kinectimals’ titles, Frontier Developments were delighted at the level of creativity RealtimeUK were able to bring to the project.  As well as setting the required benchmark for the animation, we contributed to the direction of the cut-scenes themselves, becoming an extension to the main team and freeing them up to concentrate on other aspects of the game.  Similarly on projects like Split Second and Motorstorm, our team’s creative input was instrumental from an early stage of development and its contribution at the pre-production stage of the latter is still evident in the ongoing success of the IP.

Despite often tight budgets, the clients we speak to understand the trade off that exists between cost and quality. Go too cheap and there is a risk that yourinternal resource will quickly become tied up in having to micro manage each individual asset before it finally (if ever!) hits the required quality benchmark. Conversely, exclusively using premium quality suppliers can be hard to justify if the budget is tight. Clearly, there is a balance to be struck.  Fortunately, the better studios understand that Art Resource is not a commodity and there is a role to play for both premium quality studios and low-cost offshore suppliers.

Judging by the number of clients approaching us at an early stage of production for us to help them set the visual benchmark for their games, many developers are realising the value that premium suppliers can bring to the genesis of a new game or IP where the stakes are higher than ever. Vendors able to offer a more consultative led approach can offer a development team a fresh perspective to creative problems.  Such services are now particularly attractive to developers more than ever as we sail into the uncharted waters of yet another generation of consoles.

By Dave Cullinane, Account Director at RealtimeUK

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