Uploaded October 2025 | Updated September 2026, 2 weeks ago
In this episode, Sica von Medicus, CG Supervisor on Max and the Midknights at Nickelodeon, takes us behind the scenes of one of animation's most ambitious pipeline transformations.
Sica and Jase explore the messy reality of innovation, including:
- The leap of faith that led a traditional TV animation team to bet everything on Unreal Engine, despite having little experience with real-time rendering.
- Why everyone told them "don't use Alembics" – and why they had to do it anyway to preserve the expressive character animation they needed.
- How they invented a custom rim lighting shader when Unreal's limited light channels couldn't handle their complex character lighting needs.
- The creative workarounds for managing international vendor relationships without shared version control systems.
- What it really takes to maintain that "claymation" look in a game engine designed for photorealism.
- This isn't a success story with a neat bow – it's the honest account of a team that chose the hard path, made mistakes, learned from failures, and created something unprecedented.
Speakers:
Jase Lindgren, Sr. P4 User Advocate
Sica von Medicus, CG Supervisor at Nickelodeon
Find Us Online:
perforce.com/podcasts/p4/in-development
linkedin.com/company/perforce
In this episode, Sica von Medicus, CG Supervisor on Max and the Midknights at Nickelodeon, takes us behind the scenes of one of animation's most ambitious pipeline transformations.
Sica and Jase explore the messy reality of innovation, including:
- The leap of faith that led a traditional TV animation team to bet everything on Unreal Engine, despite having little experience with real-time rendering.
- Why everyone told them "don't use Alembics" – and why they had to do it anyway to preserve the expressive character animation they needed.
- How they invented a custom rim lighting shader when Unreal's limited light channels couldn't handle their complex character lighting needs.
- The creative workarounds for managing international vendor relationships without shared version control systems.
- What it really takes to maintain that "claymation" look in a game engine designed for photorealism.
- This isn't a success story with a neat bow – it's the honest account of a team that chose the hard path, made mistakes, learned from failures, and created something unprecedented.
Speakers:
Jase Lindgren, Sr. P4 User Advocate
Sica von Medicus, CG Supervisor at Nickelodeon
Find Us Online:
perforce.com/podcasts/p4/in-development
linkedin.com/company/perforce

![From Chaos to Control: Building a Real-Time Animation Pipeline with Wyatt Ayars from Ozone
Building a production pipeline is challenging. Building one while producing a film is even harder.
In this episode, Jase Lindgren talks with Wyatt Ayars about Ozone Story Techs journey creating the interactive short film Like while simultaneously developing the tools behind it. Starting with a small team, shared file storage, and manual processes, the project eventually grew into a production pipeline built around Unreal Engine, ShotGrid, automation, and Perforce P4. Along the way, Wyatt shares practical lessons about scaling teams, simplifying artist workflows, and using AI as a force multiplier for technical development.
In this episode:
How Ozone used a film project to validate its rigging technology
The challenges of scaling production with Unreal Engine
Why version control became essential as the team grew
How AI accelerated pipeline development and automation
Lessons learned reducing technical overhead for artists
Career advice for technical artists, developers, and animators
Timestamps:
[00:00:00] Cold Open
[00:02:18] Project Origins
[00:03:29] Early Team Setup
[00:04:12] Ozone Rigging Explained
[00:05:00] Maya to Unreal Workflow
[00:06:07] Growing Pains Without Tools
[00:07:12] Version Control Conflicts
[00:10:34] ShotGrid and Perforce Shift
[00:13:39] LLMs for Pipeline Glue
[00:15:26] Automating Maya to Unreal
[00:20:08] Shot Publish Button
[00:22:41] Build Farm Round Trip
[00:23:57] Early Renders in Unreal
[00:24:47] Sequencing in Unreal
[00:25:58] Animator Submission Flow
[00:26:49] Common Pipeline Pitfalls
[00:28:08] Versioning vs Perforce
[00:34:13] Reducing Artist Clicks
[00:35:27] Embracing True Version Control
[00:37:01] References and Asset Drift
[00:39:27] Bespoke Pipelines and AI
[00:43:57] Future Bottlenecks in Rigging
[00:45:21] Lessons and Career Advice
[00:48:15] Wrap Up and Thanks From Chaos to Control: Building a Real-Time Animation Pipeline with Wyatt Ayars from Ozone](https://i.ytimg.com/vi/yBcMpjAQMyQ/mqdefault.jpg)




