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Best Tools for Machinima?

wrinkledshirt asks: "As a former Creative Writing major with a huge interest in film, I've been thinking about trying to get into Machinima (com, org, and wiki sites -- basically, using game engines to make movies). Probably the most famous use of it for the Slashdot crowd right now is Red vs Blue, which makes use of Halo, but up until recently, most of the other options have involved FPS game engines, which would require a huge investment in time so as to create non-FPS-genre content for non-FPS-genre movies. Now that Sims 2 is here with its video-recording feature (and the promise of more contemporary realism in the expansion packs) and with Pete Molnyeux's The Movies coming out in 2005, is it possible that an amateur writer could make the Machinimatic movies of his or her dreams? Plus, what would the best tools be? What machine would you need? Would any single game engine help you create your own Citizen Kane?"

8 of 149 comments (clear)

  1. Film & Vids by mfh · · Score: 4, Insightful

    Would any single game engine help you create your own Citizen Kane?
    Not right now, but I'm sure this is a direction the video games creators are contemplating because it's an area of expected growth. It would certainly make the creation of cinematics much easier for dev teams if machinima was considered part of the engine.

    The problem is that in games like Doom 3 for example, the creation of cinematics is scripted heavily and designed into the levels. Models take weeks to build correctly and integrate, and you have to have strong modelling skills to achieve that. There is no separation of set and action or actors, for the most part. I understand that Half Life 2 has changed this kind of static nature, but it's still very early.

    The games would have to have quick modelling system built in, or methods for generating random characters and skins, and voices.

    I'm sure that in the next twenty years, this is the direction of video games. It would be a smart approach, IMHO.

    You also have to consider the comparison between video game sales and box office/rental sales. Video games are beating the movie industry to a pulp, so film as a medium of expression is likely on the way out, unless the business makes some changes and continues to grow and support new vision. Indy film will always be of a higher quality than blockbusters, IMHO.

    Look at the reviews for Alexander. Ebert said the film was crap. That's a film they spent $150mil to create!

    With games like Halo 2 grosing $100 mil on the first day, for a much smaller budget compared to Alexander, the bottom line is clear. The age of movies is waning.

    Quality of film has declined heavily as far as dramatic content, with the exception of films like LotR. I'm seeing the film expression as being played out for the most part.

    --
    The dangers of knowledge trigger emotional distress in human beings.
    1. Re:Film & Vids by Slack3r78 · · Score: 4, Insightful

      You know, it's interesting that you mention HL2, because I was about to bring up the Source engine as a suggestion for this. While I feel there are better looking engines out there already (Far Cry) in terms of raw visuals, as far as the character animation goes, nothing touches it right now. The facial animations are based on modeling the muscles of the face, making for an incredibly life-like result in comparison to other systems that are out there at the moment.

      The other interesting thing is that in the 2003 E3 demo, Valve demonstrated that the models would lip sync with audio in a fairly convincing manner - even in other languages. I can't speak for how easy/automatic this is, but we should know soon as Valve announced today that the full SDK would be available next week. Other little details like specular highlights on a characters eyes giving them that gleam of life really add to the overall effect.

      I think it'd probably take a little more work, but HL2 seems very well suited to this type of work. It may not be the absolute best a everything, but least as far as the character animation goes, I don't think anything else can really compare right now.

  2. The missing piece by kfg · · Score: 3, Insightful

    Would any single game engine help you create your own Citizen Kane?

    1. Find game engine
    2.Become Orson Welles
    3.Profit!

    KFG

  3. New Art Form by Egonis · · Score: 2, Insightful

    Although using a game engine to do most of the work, you need to consider quite a bit:

    - Will the game engine show the expressions necessary in your 'actors'?
    - Will you be able to adequately time the sound effects and voice-overs? (I do NOT recommend using a synth, unless you are making a comedy)
    - Do you have a strong understanding of programming? Because that's what you will need to do to correctly move characters/wireframes/objects/timing/etc

    Although the engine will most definitely cut out quite a bit of production time, the best advice is to 'play'... learning how the physics work, and how the engine reacts to commands, etc are key to making something worth watching.

  4. Re:Oh, god. by n0wak · · Score: 2, Insightful

    Atleast out of the 1,030,205 dopes, we'll probably get a few, clever gems.

    Just like Slashdot comments.

  5. Red vs Blue by Andreas(R) · · Score: 2, Insightful

    I just watched an episode of Red vs Blue, quote:

    -Oh you f'cking camping bitch
    -It's a legitimate strategy!


    I lauged a bit, but somehow I don't see the consept of making a movie out of a PC-game ever becoming a big hit for the average people...

  6. Re:you aint gonna CGI citizen cane real soon now by bfree · · Score: 2, Insightful

    I think it's a totally different thing to attempt to add Gollum to Jackson's LOTR then to make a gollum which would fit into a totally cgi environment. Also I think Jackson milked Gollum for all he was worth. If you couldn't do him quite as well, you'ld just have to keep the camera moving more and generally further back, not 6 inches from his face, everything still for a few seconds! I think machinima will be an artform with limited success, and the people who do have success will probably go on to become very highly regarded in a more mainstream field (directors, script writers, animators, game designers). If you can create a good script to fit what you can do though I can't see any reason why machinima can't potentialy be every bit as good as cartoon.

    --

    Never underestimate the dark side of the Source

  7. Re:I don't get it by davew2040 · · Score: 2, Insightful

    I don't think anyone's ever created a Machinima "movie" that actually requires a viewer to own the game or platform.

    Wrong. Quake movies are/were pretty popular. See link: http://www.quaketerminus.com/movies.htm

    Basically, a ton of content (as well as a palpable universe) is available for an author to work with, without much more than some tinkering (i.e. Quake demo editing). So you can put out something creative and engaging without needing a huge amount of content creation background. No, it's not Pixar quality stuff. But like RvB (which is an offshoot of the idea pioneered by Quake demo editing), it's entertaining.