Machinima Rivals Animation

by Gary Hayes on May 22, 2009 · 1 comment

heavyrainAs is my curse gave another overview introduction presentation last week on films made with games engines aka . then ran a workshop on the production process and techniques particularly looking at dedicated tools through games engines – now my YouTube machinimas have gone past 300 000 must be doing something right for some!  But one of my key points in my intro talk was the exponential evolution of the form. It has moved away from dodgy, quick gag,  non-lip synch first person shooter ‘head-shots’ through quality tales – emotional drama, visually entrancing alongside real character led comedy. Add this the fact that many machys are at a quality now rival tradtional animation (see examples below).

So all speakers referred story, quality writing but also the importance of being true the culture of the existing game world (more at the bottom). Here are my opening slides showing key examples, classified into my categories as what is created for:

  • Trailer promotion for Game
  • Titles and game cinematics
  • Community & cultural reflection
  • Live in-game events
  • Storytelling filmmaking & previz
  • Informational & corporate
  • Music videos
  • Commercials or viral marketing
View more presentations from Gary Hayes.

There are many engines make (as have covered in previous posts), here again are some of the best:

Age of Conan, Antics, Armed Assault, Assasins Creed, Battlefield, Call of Duty 4, City of Heroes, Crackdown, Crysis, Doom 3, Eve Online, Everquest, Far Cry, FEAR, Frameforge, Gears of War, Heavenly Sword, Grand Theft Auto, Guild Wars, Half-Life, Halo, Heavy Metal, Iron Man, iClone, Jumper, Lithtech, Max Payne, Medal of Honour, Metal Gear, Movie Storm, Never Nights, Runescape, Quake, Second Life, Spore, Star Wars Galaxies, Super Smash Bros, The Movies, The Sims, Total War, Unreal, Warhammer, World of Warcraft, Wowmodelviewer

demonstrate how efficient creating is tell a ’story’ used the wonderful wowmodelviewer tool and a quick one take voice-over from SilkCharm and 3 hours later a fun intro a part of my talk. Note: this is meant be sketchy .

One film showed prompted one presenter say no one will watch it unless it is humorous or ‘racy’. This from Daniel Wasiluk in Poland using the same wowmodelviewer tool as my silly above but of course over a much longer period! – weeks even, and some clever photoshop and editing package wizardry create something delicate and magical.

help frame the intro talk too also talked about the ecosystem of as a simple matrix from non-real time completely all-live capture on one axis and then the difference between professional creation and community on the other.

mapped a chart that had the ‘pixars’ of the world bottom left while companies like SLCN.tv are towards the top right. Pixar render high quality CG films frame by slow frame while SLCN really are the equivalent of an outside broadcast 4 camera unit inside a virtual world. Illclan who featured in an exclusive video at the seminar are pioneering cross-over , films – used alongside and within TV shows as well as high production value that rivals the best animation.

maccyecosystemAs well as the always optimistic Gary Wiesneski from SLCN we were graced by Jim Shomos who was talking about his hybrid model where he had actors green screened into game motion backgrounds from Blazing Angels – he said was too long as a word describe this form and said we will all be using his term MOGIE in the future :) Time will tell!  Mordy Koots could be the first episodic comedy though (using real life actors) set exclusively inside a commercial game experience.

More remarkable is that even in real time social virtual worlds such as Second Life there are incredible films being made, particularly now with the beta viewer that has dynamic shadows. Here is Pyewacket Bellman’s fabulous in Second Life based on the Nevermore poem by Edgar Allen Poe. Highly watchable and not a gag in sight! After that is an episode from Illclan’s Tiny Nation, which looks more like CG than second life.

As a final statement my presentation mentioned that has come a tremendously long way in the past year and in 2-3 years we are going see films almost indistinguishable from traditional animation methods (CG, web or analog). There are still at the moment pros and cons in using games engines tell stories and of course the trailers, titles and cinematics for traditional games titles are of course. Here are some final points from my presentation followed by where we are heading – a made promote Heavy Rain and as the opening says what you see is the ‘game engine’. This title is being released later this year – the next phase is upon us.

  • Fast way tell stories
  • Quality is improving daily
  • Understand & extend the culture of the game
  • Beware of upsetting loyal players
  • Excellent for pre-previz and character/script development
  • More and more appearing on broadcast although natural place is web

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