Add transcription for: frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Meet Tyler_mp4_frames.zip
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transcriptions/frames/LearnSquared_VFXUnrealTylerSmith_DownloadPirate.com_Meet Tyler_mp4_frames_transcription.json
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"text": " Hi everybody and welcome to this course. They'll be covering the development of visual effects in Unreal Engine. My name is Tyler Smith and let me show you a little bit about what we'll be covering in this course. First off a little bit about me. I've been working in the industry since about 2013, starting off at Ilfonic in Denver, Colorado, and then moving on to Seattle to work at Sony Sucker Punch to help launch Ghost of Tsushima. And then moving on to where I'm currently working now, which is probably Monsters. Over the years I've been working on a lot of different projects with a lot of different styles applied and gotten a real sense of what's needed as far as building visual environments, what makes a really good game space. Previously, I've had the pleasure to create a course already with LearnSquared and it was covering real-time environments in Unreal Engine 4, how to create assets and get dynamic features so that you can create many different looking styles and environments with just a small handful of assets. And once that course was wrapped, I realized the next step of making these environments appealing and making them really good pieces that you could both show for your portfolio and demonstrating in a production pipeline, if you're working for a company, would be adding the element of movement. And that would come with things like ambient effects. This ambient real-time effects course is going to be standalone, so there's no requirement needed for taking the previous real-time environment course. Taking the previous course, however, could help with some tips and tricks on framing a particular type of environment that you might want your ambient effects to stand out in. Just to go over really quick what this course will be covering is we're going to take different elements that could help punch up or enhance these particular scenes, things like deserts, forests, forests covered in snow, forests with insects or birds or fish. And we're going to be trying to go down the list and apply different effects that could take these scenes and really transform them into a new moving environment that would be really appealing. So we're going to be going over things like fire, water, wind, magic, and wildlife, animals, things that fly or swim, things like that, and snow at the end. So I hope you enjoy it.",
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"text": " Hi everybody and welcome to this course. They'll be covering the development of visual effects in Unreal Engine. My name is Tyler Smith and let me show you a little bit about what we'll be covering in this course. First off a little bit about me. I've been working in the industry since about 2013, starting off at Ilfonic in Denver, Colorado, and then moving on to Seattle to work at Sony Sucker Punch to help launch Ghost of Tsushima. And then moving on to where I'm currently working now, which is probably Monsters. Over the years I've been working on a lot of different projects with a lot of different styles applied and gotten a real sense of what's needed as far as building visual environments, what makes a really good game space. Previously, I've had the pleasure to create a course already with LearnSquared and it was covering real-time environments in Unreal Engine 4, how to create assets and get dynamic features so that you can create many different looking styles and environments with just a small handful of assets. And once that course was wrapped, I realized the next step of making these environments appealing and making them really good pieces that you could both show for your portfolio and demonstrating in a production pipeline, if you're working for a company, would be adding the element of movement. And that would come with things like ambient effects. This ambient real-time effects course is going to be standalone, so there's no requirement needed for taking the previous real-time environment course. Taking the previous course, however, could help with some tips and tricks on framing a particular type of environment that you might want your ambient effects to stand out in. Just to go over really quick what this course will be covering is we're going to take different elements that could help punch up or enhance these particular scenes, things like deserts, forests, forests covered in snow, forests with insects or birds or fish. And we're going to be trying to go down the list and apply different effects that could take these scenes and really transform them into a new moving environment that would be really appealing. So we're going to be going over things like fire, water, wind, magic, and wildlife, animals, things that fly or swim, things like that, and snow at the end. So I hope you enjoy it."
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