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From Motion Capture to Distributed GPU Rendering

How Stiller Studios Delivered Handbok För Superhjältar with accsyn

When Stiller Studios began production on Handbok för superhjältar, they committed to an ambitious Unreal Engine 5 pipeline – full performance capture, path-traced rendering, and a modern real-time-to-final workflow. 

The film was motion captured entirely at Stiller’s OptiTrack studio in Lidingö. Animation, lighting, FX and set dressing were finalized in Maya and Unreal. Final shots were rendered as 2K EXR sequences using Unreal’s Movie Render Graph and then graded in DaVinci Resolve, with compositing in Nuke and final mastering by FyraK Media.

The audience saw a visually bold and emotionally resonant superhero film.What they didn’t see was the infrastructure challenge behind it. 

The Problem
Stiller had no Unreal-capable render farm.

They explored Deadline 10 – but complex nested Level Sequences, shot handles, and Unreal Movie Render Graph corner cases made it unworkable under deadline pressure.

At the same time:
 • Rendering needed to be distributed
 • Their animation partner Qvisten Animation in Oslo had to contribute
 • Additional GPU capacity was required from Remangu in Frankfurt
 • Delivery deadlines were approaching fast

They needed a tailored solution. Immediately. The Solution: accsyn as a Distributed Unreal Render Orchestrator

accsyn was deployed across RTX-equipped render nodes and extended with two custom Python render engines:


 • Unreal MRQ Engine
Automated Unreal Editor startup, sequence priming, Movie Render Graph execution, metadata injection and burn-ins.


 • StillerPipe Engine
EXR validation, renaming, QuickTime preview generation, ftrack upload, and live log and JPEG previews inside the accsyn web portal.


Render jobs were dispatched seamlessly across:
 • Stiller Studios (Sweden)
 • Qvisten Animation (Norway)
 • Remangu GPU nodes (Germany)


Perforce pulls, EXR synchronization, queue dispatch and failure handling were all managed by accsyn – without introducing a traditional render manager bottleneck.


Under feature-film deadline conditions, the system remained fully stable.


No queue collapse.
No lost frames.
No dispatch instability.

Read the Full Case Study

We’ve documented the full technical implementation – including Unreal automation strategy, cross-site rendering design, and production stability under deadline pressure.

👉 Read the complete case study

Learn more what our partner FyraK Media can offer when it comes to mastering and online.

🎞️ FyraK Media Professional Lab Services

The accsyn Team

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