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General Virtual Production teaching pathways

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Incorporating Virtual Production into your curriculum can add a cutting-edge component that blends real-time game engines (such as Unreal Engine) with filmmaking, animation, and immersive technologies like Virtual Reality (VR) and Augmented Reality (AR). Virtual production has been increasingly adopted by industries such as film, television, and interactive media, making it a valuable skill set for students interested in the future of digital content creation.

Adding Virtual Production to the Curriculum

1. Introduction to Virtual Production

  • Overview of Virtual Production: Start with an introductory module that explains what virtual production is, its history, and how it's used in modern filmmaking, games, and immersive experiences. Emphasize the combination of real-time rendering (via Unreal Engine), motion capture, green screens, and digital environments.

  • Applications in Industry: Discuss how virtual production is used in big-budget films like The Mandalorian, as well as in VR/AR projects, live events, and simulations. Show examples of where game design and visual art skills overlap with virtual production, including scene creation, lighting, and animation.

2. Integration of Unreal Engine for Virtual Production

  • Unreal Engine for Real-Time Rendering: Teach students how Unreal Engine can be used for real-time rendering of complex environments, characters, and assets. Virtual production requires the ability to generate photorealistic visuals in real-time, which means students will deepen their skills in the Unreal Engine, focusing on aspects like lighting, shading, and world-building.

  • Building Virtual Environments: Have students create their own virtual environments in Unreal Engine, focusing on large, interactive worlds that can be used in filmmaking or simulations. Emphasize the optimization needed for real-time performance.

3. Motion Capture and Character Animation

  • Motion Capture Integration: Introduce students to motion capture (mocap) technology, which is used to record live actors' movements and apply them to digital characters. Students can learn the basics of setting up a mocap system or using mocap data in Unreal Engine.

  • Character Animation in Virtual Production: Teach students how to animate characters using both traditional keyframing and motion capture data. This includes creating realistic or stylized animations for game characters, cinematic sequences, or live virtual performances.

  • Tools: Use software like Rokoko Studio, Xsens, or Faceware for body and facial mocap. You can also integrate iClone or Mixamo for easier character animation workflows.

4. Camera and Lighting in Virtual Environments

  • Virtual Cameras: Introduce students to the concept of virtual cameras inside Unreal Engine, which mimic real-world cinematography. Students will learn how to set up cameras, move them through virtual environments, and adjust settings such as depth of field, aperture, and lens effects to simulate traditional filmmaking techniques.

  • Lighting for Virtual Production: Teach the principles of lighting in virtual environments, from creating realistic outdoor environments to fine-tuning indoor or character-specific lighting. This includes working with HDRIs (High Dynamic Range Images) for environment lighting and using ray tracing in Unreal for photorealistic effects.

  • Real-World Integration: Discuss how virtual production sets can be combined with physical props and actors, blending real-world footage with CG backgrounds and elements.

5. Green Screen and Compositing

  • Green Screen Integration: Teach students how to combine live-action footage with virtual environments. This includes green screen compositing techniques and how to key out backgrounds to seamlessly integrate actors into Unreal Engine scenes.

  • Compositing Software: Introduce tools like Adobe After Effects or Nuke for compositing and post-production, allowing students to refine their virtual scenes after combining them with live-action footage.

  • Chroma Keying Techniques: Explore advanced chroma keying techniques to ensure realistic interaction between live actors and virtual elements, focusing on lighting and shadow matching.

6. Virtual Production Workflows

  • Pre-Production and Storyboarding: Have students create storyboards or animatics for virtual productions, planning out camera angles, scene compositions, and timing in Unreal Engine. This helps them understand the workflow from initial concept to final production.

  • Real-Time Collaboration: Use Unreal Engine's real-time collaboration features to simulate a live production environment where students can work together, making changes to environments, animations, or camera shots instantly.

  • Post-Production: Integrate post-production workflows that involve editing, color grading, and final rendering. Have students work with real-time rendering tools to reduce post-processing times, a major benefit of virtual production.

7. Augmented Reality (AR) and Virtual Reality (VR)

  • AR and VR Integration: Introduce students to how AR and VR are part of virtual production, allowing for immersive experiences that can blend real and virtual elements. Use tools like Unreal’s ARKit/ARCore for AR projects and Oculus VR or HTC Vive for VR development.

  • Virtual Sets for Live Productions: Teach students to design virtual sets that can be used for live performances or interactive events, blending the art of virtual world-building with real-world interactions.

  • Immersive Experiences: Encourage students to create 360° virtual environments or interactive VR experiences that can be used in entertainment, education, or simulations, combining game design and virtual production skills.

8. Sound and Music in Virtual Production

  • Sound Design for Virtual Productions: Integrate sound design into virtual productions by teaching students how to implement sound effects, ambient noise, and background music that respond dynamically to the virtual environment.

  • Spatial Audio in VR/AR: Introduce the concept of spatial audio for VR/AR projects, where sounds are mapped to specific locations in a 3D space to create a fully immersive auditory experience.

9. Virtual Production Projects

  • Capstone Project: Have students develop a capstone project where they create a short film, interactive VR experience, or game that integrates virtual production elements. This project could include the use of virtual sets, motion capture, real-time rendering, and live-action compositing.

  • Showcase and Portfolio Development: As students complete virtual production projects, encourage them to document their process, from storyboarding and scene creation to final render. This will be part of their portfolio, showcasing their ability to work in both game design and virtual production.

Virtual Production Certifications

Incorporate certifications that align with virtual production into the curriculum:

  1. Unreal Engine Virtual Production Certification

    • Focus: This certification validates the ability to use Unreal Engine for virtual production workflows, including real-time rendering, camera systems, lighting, and motion capture integration.

    • Skills Tested: Students will be tested on their ability to create virtual sets, integrate live-action footage, and work with real-time rendering pipelines.

  2. Adobe After Effects Certified Expert

    • Focus: Since compositing is a major part of virtual production, getting certified in After Effects for visual effects and compositing is useful for students working on live-action and virtual environment integration.

  3. Unity Certified Professional: VR/AR Developer

    • Focus: For students working in interactive media and virtual reality, Unity’s VR/AR certification demonstrates proficiency in creating immersive environments and virtual production assets for AR/VR applications.

Final Integration into Curriculum

By adding virtual production to the curriculum, you will:

  • Enhance Artistic and Technical Skills: Students gain both artistic storytelling skills (lighting, cinematography, animation) and technical skills (game engine integration, real-time rendering).

  • Broaden Career Opportunities: Virtual production skills are highly sought after in multiple industries, including film, game design, architecture, and live events.

  • Interdisciplinary Learning: Combining virtual production with game design and visual arts fosters interdisciplinary learning, bridging art, technology, and real-world applications.

This approach ensures students are equipped with the knowledge and experience needed for cutting-edge careers in game design, filmmaking, and interactive media production.

1. Addressing Educational Challenges in Game Design, Virtual Production, and Esports
The LAZR Learning Hub aims to resolve critical educational gaps in game design, virtual production, and esports, particularly in underserved and rural communities. Students often lack access to the necessary technology, mentorship, and real-world experience to prepare for careers in these industries. The LAZR Learning Hub will provide hands-on experience in Unreal Engine development, esports management, and virtual production, offering cutting-edge equipment and access to resources that are otherwise inaccessible to many.
Key challenges this project will address include:

  • Lack of access to technology: Many schools, particularly those in underserved regions, don’t have access to the hardware or software necessary for learning game development, virtual production, or esports management.

  • Limited curriculum in game design and virtual production: Schools often don’t have structured, real-world, project-based curricula that can teach both theoretical and practical aspects of game design using tools like Unreal Engine. The offered structured, project-based curriculum integrates Unreal Engine into the learning process, allowing students to use the same tools in the professional world.

  • Career pathway development: By partnering with the Ctrl V franchise and offering esports and game development projects, we will create a clear pathway for students to transition from education to industry opportunities. Along with making the many certifications, we will offer even more relevant. 

2. Alignment with Epic MegaGrant Core Values
The LAZR Learning Hub aligns with the core values of the Epic MegaGrant by:

  • Expanding Unreal Engine education: This project will give students, educators, and industry professionals access to Unreal Engine through workshops, structured curriculum, and hands-on projects, supporting Epic’s goal of empowering creators.

  • Serving underserved communities: We are committed to bringing Unreal Engine and related technologies to students in underserved areas, offering access to cutting-edge learning tools and environments that they might not otherwise encounter.

  • Fostering innovation: The project promotes creativity and problem-solving through real-world projects in game design, esports, and virtual production. This innovation-focused model aligns perfectly with the values of the Epic MegaGrant.

  • Promoting creativity and innovation: Through structured project systems, students will have the opportunity to create games, virtual experiences, and esports events, fostering innovation and encouraging indie-ready developers to emerge from North Carolina.

  • Open access to resources: Our free curriculum and access to Unreal Engine training will support teachers, CTE programs, and college-level students, providing structured pathways for learning while making these resources widely available. The Hub will offer free curriculum materials, developed specifically to help educators integrate Unreal technology into their classrooms, further supporting Epic’s vision of democratizing learning.

3. Overcoming Funding Challenges
Once funded, the LAZR Learning Hub will ensure sustainability through several revenue streams:

  • Franchise partnerships: Ctrl V, EVA Esports and the Hologram Zoo will help generate a steady revenue stream through ticket sales, events, and franchised content. These projects will also draw attention to the Learning Hub and attract additional investment. We will work closely with Ctrl V to generate consistent revenue through esports events, game design showcases, and franchised experiences. These events will draw attention to the Learning Hub, generating both community engagement and financial support.

  • Professional development workshops: By offering professional development and esports training to local schools, colleges, and professional organizations, we will generate additional funding while supporting the needs of educators and industry professionals.

  • Real-world collaborations: By creating real-world, project-based learning opportunities, the Hub will be positioned to offer professional development, workshops, and esports competitions, bringing in further revenue.

  • Grant support and sponsorships: In addition to Epic’s MegaGrant, we will pursue further grants, sponsorships, and collaborations to supplement our funding and ensure longevity.

  • Revenue-sharing model: Projects developed within the Hub, such as games for Ctrl V arcades, will provide opportunities for students to generate funds and help sustain the operation of the Learning Hub.

4. Timeline of Staggered Rollout with Franchise Partners
The staggered rollout of the LAZR Learning Hub, in partnership with Ctrl V, will proceed as follows:

  • Phase 1 (Year 1-2): The Ctrl V franchise will be established to provide esports competitions, virtual reality experiences, and game development projects. During this phase, we will launch initial Unreal Engine workshops and provide access to basic curriculum for local CTE and college programs.

  • Phase 2 (Year 2-3): Expand the Learning Hub to integrate virtual production and game design courses. The Hub will offer training for educators and advanced students, with the curriculum refining and growing based on community feedback.

  • Phase 3 (Year 4): Broaden the esports and virtual production components, working with CTE programs, colleges, and local high schools to provide hands-on projects. We will also collaborate with Ctrl V on larger-scale esports competitions and game showcases.

  • Phase 4 (Year 4 and beyond): The Hub will release a full open-source curriculum, certifying students in Unreal Engine and virtual production, while supporting the growth of indie developers through game creation projects for Ctrl V arcades.

5. Qualifications to Lead This Project
I bring a wealth of experience in game design, virtual production, and educational program development, having worked with companies like Nintendo and Google, and turned around art programs at Title I schools. With expertise in Unity3D and Unreal Engine, and a history of mentoring students in both creative and technical fields, I am well-positioned to lead this project. Additionally, my successful management of a company for over a decade has given me the business acumen necessary to ensure the financial and operational success of the Learning Hub.
6. Technology Requirements
The LAZR Learning Hub will require the following technology to support its objectives:

  • High-end workstations: Capable of running Unreal Engine for game design, virtual production, and esports development, with a minimum of 20 workstations to start.

  • VR and XR hardware: For immersive esports experiences and virtual production, we will need virtual reality (VR) and mixed reality (XR) headsets to support student projects and esports events.

  • Networking and esports infrastructure: To facilitate large-scale esports competitions and real-time collaboration on game development projects, we will require servers and robust networking equipment.

  • Ctrl V-specific technology: Equipment that allows for game development testing and esports event hosting within the Ctrl V arcades.

7. Free Curriculum and Resource Support for Local Programs
The LAZR Learning Hub will offer a free, open-source curriculum designed to serve CTE and college programs in the region, providing training in Unreal Engine and access to our facility for hands-on learning. Our curriculum will cover:

  • Game design fundamentals: Introductory lessons on using Unreal Engine for game development.

  • Virtual production: Training modules focused on using Unreal Engine for filmmaking, virtual events, and architectural visualization.

  • Esports management and production: Practical lessons in organizing and managing esports events, giving students real-world experience in this growing industry.

  • Support for educators and CTE programs: By partnering with local schools and colleges, we will ensure that educators have the resources to integrate Unreal Engine into their classrooms, with SCORM-compliant content that aligns with Learning Management Systems (LMS). The Hub will also serve as a training resource, helping educators and students alike develop the skills necessary for careers in virtual production and game design.

  • Funding sustainability: Through the development of franchise partnerships like Ctrl V, we will ensure that all training and access remain free to students and educators. These partnerships will also enable us to hire paid professionals to enhance the quality of training and mentorship offered at the Learning Hub.

8. Why starting with Ctrl V matters. 
We are planning a multi-purpose game design hub focused on education and production using Unreal Engine technology. It will serve as an incubator where students and community members work on real-world game development projects, blending entertainment, education, and innovative technology.
Here’s a breakdown of the key features of this hub:
Game Design and Production

  • Focus on Unreal Engine: The hub will utilize Unreal Engine, emphasizing cutting-edge VR, XR, and holographic technology for game creation. This gives students and participants access to industry-standard tools, preparing them for real-world careers.

  • Educational Collaboration: The hub will provide an environment where students can learn game design and development, focusing on teamwork, project management, and production pipelines.

  • Franchise Involvement: By leveraging franchises like Ctrl V VR arcade, Axiom’s Hologram Zoo and Eva's Esports franchise, the hub will sustain its development, ensuring high-quality content creation and engagement with a broader audience​(virtualrealityfranchise)​(franchisesolutions).

Incubator for Game Development

  • Real-World Skill Building: Students will work on collaborative projects that simulate real-world production environments. These projects will have the potential to reach a commercial level, with the possibility of approval for use in platforms like Ctrl V arcades​(virtualrealityfranchise)​(ifpg).

  • Shared Equipment: The hub will offer shared hardware and development stations for students and developers, ensuring they have access to all necessary resources to create VR and other immersive experiences​(ifpg).

CTE and Community Engagement

  • Volunteers and Mentorship: The hub will involve volunteers from HBCUs, local colleges, and K-12 teachers, creating a community-driven space for learning and development.

  • Practical Integration: Students will integrate what they learn into real-world settings, producing content that solves actual problems, promotes innovation, and fosters a pool of indie-ready developers in North Carolina​(
    virtualrealityfranchise)​(franchisegator).

In essence, the Epic FEC is a game development hub designed to foster real-world experience, community involvement, and cutting-edge technological innovation. It will empower students and emerging developers by providing them with the tools, guidance, and opportunities to produce games and experiences that can eventually reach commercial platforms like Ctrl V.
9. How the Hologram Zoo would help the LAZR learning HUB and how it integrates with the NC CTE standards
 
The Hologram Zoo would be an excellent fit for the Learning Hub for several key reasons:
1. Immersive Learning Experience:
The Hologram Zoo's ability to blend holographic technology with interactive experiences would provide students with a truly immersive learning environment. By integrating this into the Unreal Engine-based curriculum, students can explore 3D modeling, animation, and interactive design in a unique, hands-on way. The realism and depth offered by holographic projections can spark creativity, allowing students to see their designs come to life in real-time, bridging the gap between imagination and execution.
2. Real-World Technology Exposure:
Introducing students to cutting-edge holographic technology prepares them for careers in industries where immersive technologies are rapidly becoming standard. The Hologram Zoo franchise could serve as a platform where learners gain practical experience with emerging tech, making them competitive candidates in fields like entertainment, education, healthcare, and more. The Unreal FEC would allow students to experiment with and develop projects that incorporate this technology, enhancing their portfolios and employability.
3. Engaging Franchise-Based Sustainability:
Franchises like the Hologram Zoo are attention-grabbing and engaging for all age groups. By using this franchise as a key attraction at the FEC, the center would have a strong appeal to the general public as well as students, ensuring consistent foot traffic and exposure. This helps raise awareness and funding, contributing to the center’s financial sustainability. Additionally, the Hologram Zoo could act as a showcase, demonstrating to potential investors and partners the kinds of advanced, interactive learning experiences available at the center.
4. Cross-Disciplinary Learning Opportunities:
The Hologram Zoo fits perfectly within a learning hub that focuses on Unreal Engine development because it encourages cross-disciplinary learning. Students can engage in various aspects of development—such as 3D modeling, coding, visual effects, and storytelling—while contributing to the creation and maintenance of the Hologram Zoo exhibits. This allows for the development of a wide range of skills, from programming and design to user experience and project management.
5. Community and Educational Outreach:
The Hologram Zoo also supports the Unreal FEC’s broader mission of community engagement and education. It can be used to teach important lessons about wildlife, conservation, and the environment in a dynamic, tech-driven way. For underserved communities, this level of interactive, high-tech education offers a rare opportunity to access resources and experiences that would otherwise be out of reach, aligning with the center’s goal of making high-quality, cutting-edge education accessible to all.
Incorporating the Hologram Zoo into the Unreal Family Entertainment Center would not only enhance the educational offerings but also create an exciting and engaging environment that appeals to a wide audience while promoting real-world technological skills.
10 How The EVA - Esports Virtual Arenas (EVA) can make an even bigger impact on the LAZR learning hub

 
The EVA - Esports Virtual Arenas (EVA) would be an excellent fit for the LAZR learning Hub for several compelling reasons:
1. Engagement through Esports
Esports is one of the fastest-growing industries globally, attracting a young and tech-savvy audience. By integrating EVA’s virtual arenas into the Epic FEC, you can tap into this audience and provide an engaging, competitive environment where students can learn and develop skills through gameplay. Esports naturally fosters teamwork, strategic thinking, and quick problem-solving—core competencies that align with the learning goals of your hub.
2. Real-World Skill Development
EVA’s platform is built on advanced technologies such as VR and free-roam gaming, aligning perfectly with the Unreal Engine development and XR/VR technologies that are central to the Epic FEC and learning hub. Students can gain hands-on experience by working within a professional-level Esports environment, learning both game development and the operational aspects of running competitive gaming arenas. This adds significant value by introducing them to game production, tournament management, and event coordination—skills that are transferable to many other industries.
3. High-Tech Infrastructure Integration
EVA’s reliance on high-end VR setups, free-roam technologies, and holographic displays will allow for a seamless integration into the Epic FEC’s infrastructure, which already emphasizes cutting-edge hardware and innovative platforms. The shared focus on emerging technologies like Unreal Engine’s VR and holographic systems makes EVA a natural complement to the center’s mission of educating students using real-world, industry-standard tools.
4. Franchise Synergy for Sustainability
By incorporating the Esports Virtual Arenas into the broader ecosystem of the Unreal Family Entertainment Center, EVA can serve as both a financial and educational engine. The Esports competitions hosted through EVA will generate revenue through events, sponsorships, and ticket sales, contributing to the sustainability of the center. Meanwhile, these competitions provide students the opportunity to showcase their skills in a competitive environment, potentially raising funds for their education or development projects, much like the planned initiatives with Axiom’s Hologram Zoo franchise.
5. Collaboration and Community Building
The competitive and collaborative nature of Esports brings together students, educators, and industry professionals. EVA would help establish a community within the FEC where students work together in teams, learn from experienced Esports coaches, and receive mentorship from industry leaders. This creates a dynamic learning environment, reinforcing your teamwork pedagogy while preparing students for careers in game development, virtual event management, and Esports production.
6. Career Pathways in a Growing Industry
Esports is a booming industry with career opportunities ranging from game development and tournament organization to broadcast production and team management. EVA would help students see the real-world applications of their learning by providing hands-on experience in a professional Esports setting. This exposure would open up new career paths for students, bridging the gap between education and industry, particularly in the areas of VR gaming, Esports management, and game production.
7. Innovative Learning Experiences
The EVA arenas could serve as interactive classrooms, where students not only play but also learn by building custom game environments, creating mods, and even designing virtual arenas for future tournaments. Using the Unreal Engine, students can develop assets and mods that could potentially be integrated into EVA, providing them with a direct connection between their learning and professional-level game development.
8. Appeal to Broad Audiences
Esports has a wide appeal across different demographics, from hardcore gamers to casual participants. This diversity would help draw a broader audience to the Epic FEC and learning hub, increasing exposure and interest in the center’s other educational programs. EVA’s presence would ensure a steady flow of visitors, from families to dedicated Esports teams, further boosting community involvement and the visibility of your learning initiatives.
Conclusion
Incorporating EVA - Esports Virtual Arenas into the Epic Family Entertainment Center would provide a unique blend of entertainment, education, and skill development. It enhances the learning hub’s focus on real-world technology and game development while supporting its mission to prepare students for careers in the creative and tech industries. EVA’s ability to engage students through competition, teamwork, and innovation would make it a key element in achieving both educational and financial sustainability for the center.

Epic MegaGrant Proposal: LAZR EDU HUB

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