“Because we were using Unreal Engine for multiple use cases within the same project, we required multiple branches of the project file,” notes Danny Firpo, xR Screens Producer for AOIN.
“We had the backplate xR branch, the front plate xR branch, the render branch, the lighting pre-vis branch, and the debug branch, all requiring different features of the project file. This made for a pretty complex process of merging some changes across branches but not others. Luckily, we used Gitlab as a version control platform, built to handle multiple branches, although it required refactoring the level layouts a few times in order to adapt to the changing needs of the production.”
The project’s concepts and goals were immersive and pushed boundaries, AOIN and Far Right worked closely with Epic, Psyonix and disguise to adapt unfamiliar team members to the new working environment presented by the xR workflow and clear any hurdles to create the one-of-a-kind concert.