Green Space in an urban jungle, Park
Image courtesy of Pawel Rymsza
Description: Produced using Twinmotion, winner of the recent Twinmotion Community Challenge: ‘Green space in an urban jungle’.
So: you don't need that learning curve; you don't need that time it takes to learn a whole new platform to use Twin Motion. It is there to create visualisations in a few clicks, so it works next to your proprietary software tools. Whereas, what we see Unreal Engine being used for, instead of quick visualisations, we see it and describe it as being more the advanced, real time 3D creation platform. So that's where you can then add in your custom functionality, your own storytelling, and really create a number of bespoke use cases and experiences around really whatever you're looking for.
So that’s kind of the difference between the two.
DT: Twinmotion is essentially a collaborative tool then, is it? A sort of real time way of collaborating for the architecture and built environment sector? That’s its key, is it?
DW-M: Yes. I mean, a lot of what is required of the architecture industry is this kind of fast design iteration and this way of communicating your designs, which kind of goes out beyond showing people REVIT windows, or showing people 2D static drawings. So, what Twinmotion looks to do is create a sort of quick storytelling design iteration tool link, so it comes direct from your REVITs, your SketchUps, your Rhinos, but it just allows you to create this kind of story narrative very quickly.
DT: What do you think the gaming industry, more generally and broadly, can ‘teach’, as it were, architecture and the built environment? And what do you see as its effects in the real world?