WORK
The Lord of the Rings: The War of the Rohirrim
OVERVIEW
This feature-length animated film is the first of its kind in the Lord of the Rings series. It tells the story of a legendary battle that connects directly to the epic live-action films, based on J.R.R. Tolkien’s original novel, which inspired one of the most iconic trilogies in cinema.
The project is executive produced by Peter Jackson, the visionary behind the cinematic adaptation, and directed by respected Japanese filmmaker Kenji Kamiyama.
RESPONSIBILITIRES
We developed a solution using Unreal Engine to streamline the previsualization process in animation production—the stage between storyboard completion and the start of actual drawing by the animation team. This system enables the real-time application of motion-captured performances to characters, improving workflow efficiency and creative flexibility.
Traditionally, motion capture data had to be processed by a VFX studio, where each motion was manually applied to characters. The 3D layout team would then incorporate these animations with background assets, adjust camera angles based on the storyboards, and finally present the results to the director for review—a lengthy process that required significant time and coordination. With the introduction of our new system, this workflow has been significantly improved. Now, 3D layouts can be completed directly within Unreal Engine with only minor adjustments by engineers, eliminating the need for multiple post-processing steps and enabling faster, more efficient production.
This solution not only optimized the previsualization process but also had a significant impact on the later drawing stages of production. By developing anime-style shaders and adjusting the lighting directly within Unreal Engine, we provided a visual foundation that guided the animation team's work. As a result, artists were able to base their drawings on visual references created in Unreal Engine, streamlining workflows—especially for tasks like shading and tone separation.
We also implemented a system using LTC (Linear Time Code), which partially automated the process of synchronizing multi-camera footage recorded during motion capture sessions, a task that was previously done manually. This multi-camera footage is used to record performers from different viewpoints for reference. Additionally, we replaced the traditionally handwritten shot list with a spreadsheet-driven system that automatically updates and synchronizes all connected systems as shot numbers are entered.
THE CLIENT AND OUR TEAM
- Client: Warner Bros.
- Production Manager: Atsuko Okada
- Technical Supervisors: Toyoshi Morioka / Koji Manabe / Yuta Egawa (Skeleton Crew Studio)
- Technical Supervisor / Engineer: Kyohei Ogawa
- Technical Supervisor / Look Developer: Takuma Nakata
- Technical Operator: Junnosuke Hara (Freelance)
- Technical Assistant: Yu Ishikawa (Freelance)