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Games Entertainment

Machinima Branching Out Beyond Game Assets 24

ILL Clinton writes "Animation World Magazine's website has a nice article about the current state of machinima, which is the process of making movies using real-time game technology. The article features a Quicktime movie from what is probably the most beautiful machinima movie so far, 'Anna' (created using Quake 3) by Fountainhead Entertainment. Also featured are quotes and mentions of other Machinima movie-makers and their latest works, including a new piece to be broadcast on Scottish TV by Strange Company, and the latest live performances by The ILL Clan animator/improvisers. (As my name suggests, I'm one of them.) Interestingly, the article focuses on machinima makers who create their own 3D assets, as opposed to re-using those that come with whatever game is being used to make the movie."
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Machinima Branching Out Beyond Game Assets

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  • by FlipmodePlaya ( 719010 ) on Saturday March 27, 2004 @07:04PM (#8691532) Journal
    I was just reading an IGN article that noted RE4 will have all of its cinemas use the in-game engine for rendering, rather than using pre-rendered FMVs. This trend is sweeping through all sorts of games. The FF series, which used pre-rendered backgrounds on all of its PSX games, now uses rendered ones. Now that graphics have advanced to the point where cinemas can be processed in real time as well as they can be premade, this technique will only grow.
    • This is a bad idea for PC games. Imagine star wars without the explosions or lasers and that is what you will get. There are so many people who don't run the max graphics because their machine doesn't allow them to, and so they won't see what the developers intended them to see. Not to mention that even the top computers right now would not be able to run a good scene using modern graphics technology. If you have seen the "behind the scenes" video from blizzard about the WoW cutscenes then you will know
      • If developers choose to create cut scenes to be seen in all their glory, they can create and store ROQ files so they are played as they should be seen. This is no different than an MPEG file. I believe you are getting confused with real-time cut scenes as a playback demo which do have the issue of not looking right if there are graphics issues. Though this latter method is not as popular among top tier developers today, it does have the advantage of lower file sizes if size is an issue.

        Personally, I pr

    • by alphaseven ( 540122 ) on Saturday March 27, 2004 @08:40PM (#8692114)
      I was just reading an IGN article that noted RE4 will have all of its cinemas use the in-game engine for rendering, rather than using pre-rendered FMVs. This trend is sweeping through all sorts of games.

      I think Metal Gear Solid for the PS1 was the first game to really popularize doing FMV-style sequences "in engine".

      You're right a lot of games are abandoning pre-rendered FMV, though I did like how some of the FF games, like FFVIII, would have near-seamless transistions between FMVs and in-game action.

      • by Anonymous Coward
        I think Metal Gear Solid for the PS1 was the first game to really popularize doing FMV-style sequences "in engine".
        Seems to me that honor belongs to "every 2D RPG ever."
  • Red Vs. Blue (Score:5, Informative)

    by zedpol ( 765479 ) on Saturday March 27, 2004 @08:16PM (#8691937)
    I recently discovered Red Vs. Blue, it is made using the halo engine.

    http://www.redvsblue.com

    The stories are simple but well done with humor that i would guess most slashdotters would appreciate

  • Full version of Anna (Score:5, Informative)

    by nacturation ( 646836 ) <nacturation AT gmail DOT com> on Saturday March 27, 2004 @11:32PM (#8693196) Journal
    You can download it here [freecache.org]. Quite the stunning work!
  • http://machinima.com/ is an excellent repository of machinima created in a number of different game engines. It also contains articles, interviews, and tutorials on the creation of machinima and its current state in the game and art world.
  • by Simulant ( 528590 ) on Sunday March 28, 2004 @06:15AM (#8694753) Journal

    Quicktime. (or mpeg, real, or whatever) If you are going to release a film that can't be viewed using the real-time engine it was created with, I'm not all that interested in viewing it.

    I assume this is done to protect assets created for the films but I feel it detracts from the viewing pleasure.
    • by ILL Clinton ( 734169 ) on Sunday March 28, 2004 @02:05PM (#8696437) Homepage Journal
      In the early days of Machinima, most movies were released in-engine, meaning that the movie came in the form of a really huge text file called a demo, which could be played using the game it was created in, usually Quake or Quake 2.

      There are a lot of reasons we don't do that anymore, and they have nothing to do with protecting assets. We release our movies in Quicktime so that people can watch them. Not many people have a copy of the Quake 2 mod, "BeefQuake" on their system. Quake 2 is free, but most other games cost $50. We don't want to limit our audience to just the people who happen to own the game we used for our engine. And the game engines tend to be very fickle about how they display the images, different processors and 3D engines deal differently with the graphics.

      Another important reason is that we don't do any editing in-engine anymore. Back in 1999, when we were using Quake, it wasn't so easy to edit video on a PC, so using Machinima was actually a better solution. Now, editing video is technically easy, and editing in-engine is a major hassle.

      So, we create the movies in-game, we edit them in Premier or Final Cut, and we release them in web-friendly, easily downloadable video formats.

      Incidentally, there are still some Machinima movies out there that you can watch in-game. Our first two movies, "Apartment Huntin'" and "Hardly Workin'" [illclan.com] can both be viewed in their original formats, Quake and Quake 2 respectively. But how many people still have those games on their system, or want to spend 2 hours downloading them, when they can just watch a Quicktime?

      • Don't you think you're missing on some really interesting aspect of machinima, being that it is realtime, and thus could expand on the whole frozen-video/movie concept back into a new hybrid of cinema and theatre, with actual realtime performances?
        • Sorry, but your post confuses me. I would understand if you didn't read the article, as many people don't. But did you read the article summary?

          One of the things I mentioned (as does the article) is that we do live machinima performances in theaters and clubs. Then we post Quicktime movies of those live performances for people to watch on the net. We don't post them as in-game files because no one would be able to watch them unless they have BeefQuake.

          Actual real-time performances. [illclan.com]

          • As a matter of fact, no I didn't read the article. (and was just answering to the thread in isolation)

            I was also talking about a different context than live, but still human controlled, performance. My focus was more along the lines of autonomous performances. (algorithmically determined performances, possibly influenced by external stimuli carried by a global network)

            Additionally, considering the topic was about machinima using their own assets, wouldn't it be possible to free yourself from most of the d
            • Oh, I think I understand some of what you mean.

              Re: standalone executables. That would require the game engine to be installed on whatever machine is going to play the movie, or creating our own 3D engine (which is way beyond our means.) We run into the same problem here, and using Quicktime just makes more sense if our primary goal is for people to see the movies. When we talk about creating our own assets, we mean 3D assets, not technology. We use Quake 2, but our movies don't look anything like Quake 2

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