Monday, October 27, 2008
Other news, I'm applying for graduate school and going to attempt to write a novel in November. Go me!
Thursday, July 24, 2008
Tuesday, June 10, 2008
I was hoping to get my concept of addressing the machinima community with an editorial series or some kind of reviewing series (something with a bit of a joke title like "Your Machinima is Bad and You Should Feel Bad") but since it takes me four or so hours to even download the most recent episodes of the new Red vs Blue series with my paltry 26.4 kps connection, I'm pretty much unable to watch a lot of the machinima videos out there, let alone do some research on the matter. Once I get a faster connection I'll be able to look into it more, but for now, looks like it'll be on hold. Again. Which pretty much sucks.
On the other hand, I'm planning to be done with the re-written script of "Stray Dog" by the end of the month at the latest. Once it's done, I'm going to see if I can get some input on it by anyone in the machinima community (probably from LitFuseFilms or TheLeetWorld.) and from there try and proceed with pre-production. I have a friend who's willing to put together some concept art and from there I'll see if I can get some advice on how to put some of those creations together. I'll probably be putting together a list of what I need to do once the script is done.
Wednesday, May 21, 2008
So far my thoughts are either to go with either my original idea of a full-length Machinima based off the script I originally wrote in back in October of 2007, or to try those 'editorial' style Machinima pieces that address the community.
However, I'm a little unsure as to where to start with either project, as they're both going to require some lengthy planning and research. I think initially, I'll re-write the script for the feature-length Machinima (tentatively titled "Stray Dog") and put out some feelers in the Machinima community to see what are people talking about or would like to see talked about.
Thursday, May 8, 2008
Beyond that, I'm planning to use this summer to work on more Machinima projects, most likely related to the routes I did not taking during the development of my capstone.
Monday, April 7, 2008
Higher Quality Link:
Higher Quality Link:
The live-action elements were filmed using an HD Sony handicam, while all of the machinima aspects were generated in the Source Engine by Valve. Both were blended together in Adobe After Effects to create the project you see here.
I dub this an experimental machinima because machinima is hybridized with more conventional filmmaking in this project, rather then being the dominant medium. More of my thoughts and comments on machinima as well as information on how exactly I made TwP will be in a later post, right here at this website.
Friday, April 4, 2008
Monday, March 31, 2008
Monday, February 25, 2008
Put together over the course of a Sunday and most of that time was making the green/blue screen map in Hammer. Video was edited in After Effects. I know it's really not much, but it's mostly just a test on combining elements from machinima and conventional filmmaking.
I have a couple of small videos like this in mind, they're currently in production and I hope to have them up by the end of this week.
Unfortunately, Stage6.com is in the process of shutting down, so I won't be able to host anything higher quality until either I find an alternative or another high quality video website fills the void.
Thursday, February 21, 2008
Sunday, February 17, 2008
Overall, I think one machinimator, SgtPadrino (who made the very excellent Born Into Freedom film), summed things up very bluntly-
"This is the straight truth: if all someone is willing to do is post a single question thread expecting somebody else to write a fucking essay about the ins and outs of Premiere or After Effects while you hold their hand, telling them what to do every step of the way, they will never create anything worth two shits. Period. That's the mentality of everyone that wants to emulate Lit Fuse, and everyone asking stupid goddamned questions about how to make quality work (God forbid they ask something anymore specific than "duuuude howd u get those sweet camera anglez???") then give up as soon as they realize that you've got to put effort in to get quality out. It doesn't matter if there was a fucking website, because they'd all still expect you to dig it up and link it for them - and hell, even then they'd just browse through and think "lulz taht program costs liek a hundred dollars fcuk that." If somebody really cares enough to make some shit, they'll take the whopping five minutes out of their day to get their own start. Once they're off on the right foot, hell I'd be all for helping them; they're at least willing to put something into it. For everyone else: why bother?"
Sunday, February 3, 2008
While there are sites like Machinima.com, which do have articles on the basic theories on creating machinima or modifying some of the games commonly used for machinima, there doesn't seem to me to be a central 'hub' of sorts, with guides, articles and tutorials aimed specifically at creating machinima. I sometimes wonder if someone were to create a kind of "How to make Machinima" super website with more focus on the overall creation of machinima rather then just the critique of finished films, if it would be a helpful addition to the machinima community as a whole.
Saturday, January 12, 2008
So far, I have two main ideas in mind:
Real-Life Actor vs Digitally Replicated Actor
The basic idea for this experiment would be to test the boundaries and capabilities of the Source SDK program Faceposer. I'm going to talk to some friends who are in the Theather department, and see if any of them would be interested in doing a monologue or something. I'd record it with a camera, later seperate the audio, and then see if I can replicate the actor's expressions and body language using a character from Half Life 2. The ultimate goal will be to see just how close to a digital performance I can script based off a live performance.I'm also going to look into reskinning the game model to look like the live-action actor in question.
Machinima Movie Scene
Although my film's currently out of my capabilities right now, I'm looking at least attempting to create one of the scenes from the original script. I'm currently looking at the opening sequence, which details an assassin escaping from a pursuing helicopter across the roofs of a cyberpunk/Blade Runner-inspired cityscape (though it's probably not nearly as dramatic as it sounds). It'll be a chance for me to experiment with scripted sequences in Hammer, and possibly a chance to create some original content in the XSI Mod Tool that Softimage offers.