The Tech Behind The Live-Action Hitman Games Gets Explained

Realm Pictures may have hosted a behind-the-scenes look at how they produced the live-action Hitman games that featured YouTuber coming in and working with voice actor David Bateson and a live actor portraying Agent 47, but there’s a lot more to it than just the acting, the props and the set designs.

Over on Peplink they have native ad-esque entries talking up the Peplink and Grapvine Connect technology solutions that helped bring the live-action Hitman game series to life.

They explain in a video how they utilized Peplink’s SD-WAN technology through a SpeedFusion VPN on a cloud-based hub in conjunction with a virtual “appliance” from FusionHub. It may sound confusing, but ultimately they have a diagram showcasing how the network infrastructure was setup to make the live-action elements possible, in real-time and at fairly high-speeds. You can check out the diagram below.

It’s fascinating because they explain in a separate piece how complex a setup it was to get the remote turret gun working in connection with the video camera and the real-time controls that were afforded to the players. They had to use a static IP forwarded to the route that ran through Grapevine’s cloud at very high-speeds, enabling end-users to control the camera on the turret and fire when they were ready. This was all connected through the net via a SpeedFusion virtual private network while utilizing the bandwidth afforded by wireless network connections at the mansion for the Hitman shoot.

In the video, it’s explained how one of the shoots they did for the first-person live-action game, they didn’t have the hard-lines on hand and had to get creative. You can check it out below.

Realm Pictures Interview – Peplink Software Defined WAN

An Interview with David Reynolds at Realm Pictures about how Peplink SD-WAN enables their new live interactive video gameplay format. Peplink: Grapevine Connect: Realm Pictures: Real Life Hitman:… Real Life First Person Shooter:… Related Blog Posts: Hitman:… First Person Shooter:… Peplink Case Study: Technology:…

So that’s how the Peplink thing came about… they relied on them to create a WAN solution to help them get the best latency possible for the real-time, live-action effect.

Yeah it’s filled with a lot of tech jargon and it gets brainy, but for anyone wondering how they managed to pull it off, it’s a cool coupling of articles that detail the process in a way that many future film directors and tech aficionados might appreciate.

You can check out more of the details of how this all came together by hitting up the official Peplink website.


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