3DFILMMAKER

Ego Central to Machinima Filmmaker Ken Thain

Tuesday, October 17, 2006

Beyond Machinima

Fantastic article up at Gamasutra: "Beyond Machinima: Rudy Poat and John Gaeta on the Future of Interactive Cinema". Its a great overview of some work that is being done today toward the future of real-time interactive cinema.
Finally, you have John Gaeta and Rudy Poat - these guys want to get you off of the couch and into an interactive cinema experience, and who better to do it? John and Rudy both worked on The Matrix - John won an Academy Award for his effects which include "Bullet Time," and then went on to work on What Dreams May Come. John is currently working on a few projects and Rudy is a Creative Director with EA Vancouver. We sat down with Rudy first, to talk shop about the new process they've created.

...They could all be chatting with each other on a mic, at the same time, and the camera could be recording all of that data and streaming it straight to film. It's pretty neat. I know the machinima guys are using game engines to make these little movies. They all log in and do these stunts while recording them. We're actually building it that way from the ground up. The big thing for us is the content and not the engine.
Working on Mass Effects has me thinking a lot about what the Next Gen of Machinima is. You see people like Peter Jackson, ILM and John Gaeta doing serious exploration into this and with their headway a big picture starts to become clearer. Remember, these 'little' machinima films made by the community are the cutting edge of this grand new medium. Everyone who brings their machinima work outside the surface limitation of the game engine are helping lead the way to a greater world of cinema and entertainment. We all inspire each other toward something greater.

12 Comments:

  • At 3:55 PM, Blogger Overman said…

    "Everyone who brings their machinima work outside the surface limitation of the game engine are helping lead the way to a greater world of cinema and entertainment."

    Well said, Ken, well said.

     
  • At 8:11 PM, Blogger Suhnder said…

    Yea, that quote - exactly the thing I was thinking about today. Can't agree more.

     
  • At 10:11 PM, Blogger Mu Nansen said…

    Cool article.

    Only thing I'd worry about, though he obviously has a passion to observe games from afar, is to not involve people that are experts at performing within virtual worlds.

    To a filmmaker that doesn't make any sense, but I can tell you from first hand experience that while "expert" gamers don't necessarily know how to directly contribute to the craft of a film, when it comes to performing in a virtual environment, expertise in gaming goes a LONG way.

    It's like the difference between hiring a stunt choreographer that's watched a bunch of Jackie Chan movies, and hiring one that's actually worked WITH Jackie Chan.

    It's a big difference.

     
  • At 12:26 AM, Blogger Arm n' Hammer said…

    An interesting article indeed.

    Mu, I agree with you...

    But only when a spacial style of cinematography is desired (loose and wide). When a temporal style is called for (tight and staged), how can we ever replace the camera, pawn and animation cheating techniques that makes it all look so smooth?

    a hard task to accomplish with 'live actors'gamers or not.

     
  • At 12:52 AM, Blogger Mu Nansen said…

    Well, I wasn't talking so much about the cameraman (although it really helps) as the actors and other crew, as well as just having people in the production that have a feel for virtual space.

    A resourceful filmmaker can certainly explore and discover the quirks of interacting with a virtual world, but gamers live in that virtual world and instinctually see or think of things that a non-gamer would not.

    I would hate for someone with so much passion, and such unique resources, to miss out on some things just because they thought animation and film experts would be enough.

     
  • At 1:52 AM, Blogger Arm n' Hammer said…

    I take your point about using in-game crew and actors, and as a filmmaker I find it an evolutionary step forward in how we compose cinematic media.

    But what you are describing is a technique or a tool in the filmmakers arsenal for creating a piece. It has both merit and flaws like any other.

    In my humble opinion, the best machinima takes the context of the film out of the game world and provides a new perspective of a familiar environment.

    So, If re-establishing the context of the game world was the goal of the 3Dfilmmaker then would seasoned gamers with no cinematic vision be the best choice for the job? I would think seasoned "pro's" would show you alot of trick with the game, but would their acting support the scripts intentions?

    maybe....but only if the technique fits within the context of the script and the framework of the art style.

     
  • At 11:56 AM, Blogger Mu Nansen said…

    "would seasoned gamers with no cinematic vision be the best choice for the job?"

    When did anyone say that? You're obviously arguing against a point very different from the one I was making. Have fun with that.

     
  • At 12:43 PM, Blogger Arm n' Hammer said…

    There is a difference between arguing and exploring the subtle working of cinematic design within a game engine.

    If I misunderstood you commentary...I apologize my point was in reaction to your post stating:

    " I can tell you from first hand experience that while "expert" gamers don't necessarily know how to directly contribute to the craft of a film, when it comes to performing in a virtual environment, expertise in gaming goes a LONG way."

    Like I said I agree with you in some respects, but not for all situations.

    I found this part of your commentary intersecting as well:

    "I would hate for someone with so much passion, and such unique resources, to miss out on some things just because they thought animation and film experts would be enough."

    I think animation and especially film experts are exactly what is needed for machinima to blossom into a viable alternatve cinematic medium.

    And as a matter of fact I am having fun with this.

     
  • At 1:11 PM, Blogger Mu Nansen said…

    Boy you're lucky immigration delayed my arrival or I'd be over there throwing down! j/k

    Machinima in general, yeah, it can use more cinematic expertise. I was referring to this project in particular, though. I can tell you with all certainty, having worked with machinima productions that weighed far heavier on the cinematic/animation side of the scale, that they really missed the input of expert gamers. Especially in the case discussed in the article where they use real-time input.

    While non-gamer "actors" are figuring out just how to move forward, left, right, etc., a gamer can move about a virtual world as dexterously, or even more so, than in the real world. They also just have a better understanding of virtual worlds as a space to work in.

    If they're making machinima with real-time input, not having this expertise is to be working without an important component, just as if you were to shoot a live action film without the cinematographer, or without a sound crew.

    It is a shame if a machinima production has resources like the one discussed in the article (and whether they admit it or not, it is machinima), and leave out such an important part. I see it happen in other productions crewed solely by "cinema types," and they miss out, or at least waste a great deal of production time, on the unique properties and characteristics of working in a virtual world.

    So to clarify:

    - more cinematic expertise in machinima = good

    - cinema experts thinking they know everything they need to know when it comes to machinima and that gamers can't help a great deal = bad

     
  • At 10:43 PM, Blogger Mu Nansen said…

    hm, btw just sent you an email, Ken, and it returned to me saying your inbox was full, or something.

     
  • At 11:15 PM, Blogger 3dfilmmaker said…

    Wow, thanks Mu. Fixed.

     
  • At 8:25 PM, Blogger Mu Nansen said…

    Hmm, something might be wonky with your site. I'm repeatedly getting emails from your blog about the inbox being full, and it returns to me the "Your box might be full" comment I made. /boggle

     

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