Thursday 12 Nov 2026 - 12:00
Anthony Burgess Foundation
Runtime: 75 mins (approx.)
Join Bradley Harris, CEO of Krygon Studios, for a behind-the-scenes look at how a small independent studio is using Unreal Engine to take on ambitious work across animation, visual effects, and virtual production.
At the heart of the session is Sven, the MetaHuman Orangutan, a performance-driven digital character created for an independent feature film. Built using Unreal Engine 5, the MetaHuman ecosystem, Houdini groom workflows, and Vicon motion capture, Sven became a test of whether a small team could create the kind of high-end digital character work traditionally associated with much larger VFX productions.
But Sven is only part of the story.
Bradley will explore how Krygon has built real-time workflows around Unreal Engine to allow a compact team to work at a much greater scale, from performance capture and digital characters to virtual production, animation, and final-pixel imagery.
The session will look at the creative and technical challenges behind Sven, the lessons learned along the way, and how real-time technology is changing what is possible for independent studios.
This event is supported by:
Time: Thu, 12 Nov - 12:00
Venue: Anthony Burgess Foundation