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With franchises like Shrek, Kung Fu Panda, and Madagascar to its name, DreamWorks Animation has spent the last 20 years building an animation mini-empire. The studio’s movies have pulled in, and, despite some recent underperformers, it’s continued to diversify with, apps, and online initiatives.

This weekend the studio is heading back to movie theaters with the release of How To Train Your Dragon 2. Written and directed by Dean DeBlois ( Lilo & Stitch, the original How To Train Your Dragon) the movie is one of DreamWorks’ most visually stunning films to date. Dragons swarm in epic battle sequences; humans gracefully race, flip, and fly; and key dramatic moments are powered solely by the visual nuance of a computer-generated character’s performance.

It’s a leap in terms of both spectacle and emotion, and at the heart of it was a new version of the studio’s flagship animation software — one that’s letting DreamWorks animators do more than they ever could before. Throughout the studio’s history, it’s relied on a custom piece of animation software named Emo. Originally developed in the 1980s by Pacific Data Images, Emo was designed to animate primitive graphics and text, but evolved into the kind of tool that could bring Princess Fiona and Puss in Boots to life. Despite several major overhauls, however, it had begun to show its age. Animators would have to work with rough geometric approximations of creatures rather than fully-realized models, or turn off different body parts altogether to get the software to run at an acceptable speed.

Then there was rendering, which would tie up the workstation completely. Like a lagging version of Photoshop, Emo simply wasn’t using modern hardware to its full potential. So five years ago, the studio met with its hardware partners HP and Intel to get a sense of where their respective products would be going in the years ahead. Realizing that a simple update wasn't going to get the job done, DreamWorks decided to rebuild its entire suite of production software from the ground up. DreamWorks CTO Lincoln Wallen went to the company’s artists, asking them to daydream what kind of tools they would like to use in a perfect world. 'I recall it very well,' Simon Otto, head of character animation for Dragon 2, tells me in a suite at the studio’s Glendale headquarters. 'One of the first things was, '[What] if you just forget everything you’re doing today?'

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