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Machinima: video games meet DIY filmmaking.

 
 
grant
20:03 / 20.12.05
I'm fascinated by the story of Alex Chan.

Working on his laptop with software from a $70 video game -- a technique called machinima -- Chan made a rudimentary but powerful 12-minute animated film about racism, The French Democracy, that is winning applause worldwide. "What I love is how neatly it blends the culture of games with the aesthetics of film," says Clive Thompson, a journalist in New York....

I'd never heard of machinima before, but it sounds fascinating.

Since it emerged in the late 1990s, machinima has been the playground of mainly hard-core gamers who cobble together characters and sequences from favorite games, adding voice-overs.... But with more user-friendly software tools on the market, novices can create their own narratives. That will democratize the movie business, machinima enthusiasts say. Anyone with a computer and off-the-shelf game software can now make and distribute animated movies over the Internet. "This is to the movies what blogs are to the written media," says Paul Marino, executive director of the Academy of Machinima Arts & Sciences, a New York nonprofit.

...IFC has sponsored a machinima film festival and commissioned six films from animation companies such as the ILL Clan and RoosterTeeth Productions. The films are cheap and appeal to IFC's tech-savvy viewers, Shapiro says. "This is grassroots moviemaking at its best."

...

Chan produced his film using a video game called The Movies, in which players make their own films


Why haven't I heard about this before? Just how easy is this technology to master?

How do I make the movie I want to make?
 
 
Nomad93
21:37 / 20.12.05
I don't know about the movies made using The Movies game but machinima has been developing for a fair bit of time already. Checking machinima.org is a good start and last January there was a special panel at Sundance devoted to machinima, which, I suppose, is a kind of recognition, even if you think that Sundance is not what it used to be. Wikipedia has a very good introductory entry on machinima, too. Archive.org also has some productions.

In terms of movies, there're simply too many to even mention, but the series Red vs. Blue (now in its 3rd season - the first two are out on DVD)is a good start. It's made using the Halo engine (as are many other machinimas) and it mostly operates on verbal and situational humor, but then again there are machinimas with a fair degree of "acting."

In general, it's already a separate world in its own right running the whole gamut from rather bland albeit technologically interesting machi-films to little masterpieces with a high sense of drama. Very fascinating.

One thing that jars a bit for me in the mentioned article is the reference to "kids" - even if now there are some making them using the said game, most machinima creators are serious artists (one could talk about a separate machinima strand coming not so much from the gaming/computer world but from the "high" art circles of video artists)and making an intersting machi-movie requires a lot more technical and directing skill than most "kids" have.
 
 
Sniv
10:19 / 21.12.05
Sure this thread shouldn't be in games? After all, one of the unique properties of Machinima is that you compile/film it using a video-game engine. Anyway, not that big a deal.

Machinima has been around for years actually, ever since the halcyon days of Quake 1 back in the late nineties. Notable films/works include the cimematics for Ion Storm's Anachronox, Bot, Anna and the Strangerhood (v funny).

Machinima is a fascinating "new" medium, one that allows film makers to use up-to-date technology to make films that would not be feasible to create in any other way. Investgate!

The Movies is a new game from Lionhead games (featuring Peter Molyneux, ex of Bullfrog and games like Theme Park, trivia fans). You can kinda makie films in them, but do not expect miracles, as you're making them within the context of a feature-limited game, rather than the hardcore tools that most machinima-directors use. BTW, with regards to kids making these films, you've gotta be joking! For a halfway good film, you'd need 3d modelling and animation skills, not to mention map design, texturing, programming new features... it's a mega slog, so for the amateur, games like the Movies are an ideal start.
 
 
STOATIE LIEKS CHOCOLATE MILK
04:48 / 22.12.05
I imagine there'll be a lot of modding potential with The Movies as well. (It's already on my "to buy" list...)

Wasn't there a Red v Blue thread somewhere a while back?
 
 
STOATIE LIEKS CHOCOLATE MILK
04:50 / 22.12.05
(Actually, I'd be quite up for a move to G&G... it's exactly the kind of thread we need more of over there. However, it seems to fit here too, so I'll leave it to the lovely Lab mods to decide).
 
 
Sniv
12:56 / 22.12.05
plus, blue is nice.

For those interested, you can do some quite neat machinima using older game engines like Quake, using engine mods like Tenebrae or Darkplaces (which can significantly increase the prettiness of the engine). Being older, they're easier to use and map/model for, but perhaps this is a G+VG topic in and of itself.

I also hear that the Sims 2 is also an excellent machinima tool, what with the facial animation systems, and highly customisable sets and characters. The Strangerhood (linked above) uses this.

I feel that the really cool stuff is waiting to be made in engines like Doom 3 - a horror movie just waiting to happen, or Half Life 2, which also features excellent character and face models, with the bonus of physics and the ability to build whatever takes your fancy.

Filming the buggers though, that's the problem. You could go down the CGI-lite route, and animate the models yourself, scripting the action with the engine, as well a plotting some fairly impressive camera moves too. However, this requires the filmakers (for it would have to be a team, at this level) to have some serious skill ie. the kind of skill that would be landing them jobs in the industry, meaning they'd hardly ever make the things in the first place (an exception to this is the film Bot, linked above, that was produced and directed by a hollywood director, digitally slumming it. It also won the first prize in the official Unreal engine contests, it's well worth a dl).

On the other hand, machinima can be produced like a play in the multiplayer environment, with online players becoming the actors, and other players being the camerapeeps, recording the action. These can be dubbed over later. the problem with this, that while being a lot easier, there's not any of the fidelity of lip-synch, custom animations and finely programmed camera movements that you'd get from programming. Red vs. Blue was produced in this way (using an X-Box no less!), as were lots of films in the older, Quake 1+2 generations.

what is interesting though, is what this approach to film-making holds for the furure. id head honcho and engine guru John Carmack has said that within two generations, we'll be seeing CG quality graphics rendered in real-time. Add advances in procedural animation, where the models learn to walk and fall and jump according to their physical properties, reducing the need for hand-animation, and machinima could be a quick and slick alternative to cheap-cgi. Could we be seeing this technology becoming another accepted form of animation, or even in a feature-film context? Or, why not?
 
  
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