Why Epic Games acquiring Capturing Reality should matter to you?

Today we got the news that the computer Capturing Reality, the makers behind one of the most popular 3D photogrammetry software called RealityCapture is now part of the Epic Games ecosystem.

What does it mean for us? Well, probably a much more affordable option to use the software (or even free for UE users). Since it’s original price was very high for the enterprise option.

But what does this change really means for you as a developer?

We are getting to a point in the industry where most mundane tasks are now solved by more complex softwares and the creation of high quality content is easier than ever. Megascans is a great example of this, thousands of high quality curated content available for free and with instant access.

To adapt to this change you must step aside for a while and think about the most valuable thing you can do for your game. Spending less time on technical details, and more on non-transferable skills such as art foundation, game design and the basics of creating a profitable business so you can support your game.

Epic Games showed long time ago a feature they had in Unreal to send directly a High Poly model and process it to create a Low Poly in real time. It is just a matter of time before you could get in your hands such technology. Some weeks ago MetaHumans was announced. And what it means for you is that in order to survive you want to go where things are not being automated by technology.

A good way to know if the skill you are developing worths spending the time on it is to ask the question: “can I teach what I know so that someone else can replicate it?” If the answer is yes, then it’s just a matter of time before the computer will replicate it. But if the answer is no, then is a skill worth of developing. Brilliant storytelling, amazing design skills and a sharp eye to polish game features is what going to make your game stand out.

Got any questions? Let us know in the comments!

Previous
Previous

TUTORIAL - Fixing common errors while rigging and skinning in Maya with A.R.T.

Next
Next

Tutorial - Creating a Weapon Glow VFX in UE4