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."
Noticeable In Games, Too. (Score:5, Informative)
Re:Noticeable In Games, Too. (Score:3, Interesting)
Re:Noticeable In Games, Too. (Score:3, Interesting)
Personally, I pr
Re:Noticeable In Games, Too. (Score:4, Informative)
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.
Re:Noticeable In Games, Too. (Score:1, Funny)
Red Vs. Blue (Score:5, Informative)
http://www.redvsblue.com
The stories are simple but well done with humor that i would guess most slashdotters would appreciate
Re:Red Vs. Blue (Score:2, Interesting)
Q: No seriously. What the hell?
A: Oh. We just write scripts and then use videogames to act them out. It's a new style of animation that some people call machinima. It allows to make 4-5 minutes of animation with a small group of people.
Re:Red Vs. Blue (Score:2)
Rob
Re:Red Vs. Blue (Score:3, Insightful)
Full version of Anna (Score:5, Informative)
Excellent machinima source (Score:2, Informative)
Annoying thing about alot of Machinima (Score:3, Insightful)
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.
Re:Annoying thing about alot of Machinima (Score:4, Informative)
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?
Re:Annoying thing about alot of Machinima (Score:2, Interesting)
Re:Annoying thing about alot of Machinima (Score:1)
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]
Re:Annoying thing about alot of Machinima (Score:1)
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
Re:Annoying thing about alot of Machinima (Score:1)
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