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3 years after the events of Red Dawn, some semblance of peace is finally within reach. One man is the…

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This video was made for Livefrag.com We did our best to make this looks like our best and most…

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Monad

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Ignis Solus

Ignis Solus is latin, and roughly translates to "burn alone." It is a bit of an experiment in improvised machinima,…

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Halo 3: The Bag Boy

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Lessons from Cambridge
User Rating: / 0
Blog - Blog
Written by RAF-Blackace   
174 HITS
Machinima has reached a critical point.

Traditionally Makers of Machinima have made films for a select audience, ie, players of the game they made the film from. This has been true for World of Warcraft, Second Life, Half Life and even IL2.

When we made Faith Hope and Charity we tried to cross this boundary and attempted to make something that would appeal to everyone. I believe we succeeded in the aim, but the audience was still not there.

So, why are there so many poor World of Warcraft films out there seemingly famous.

Simple, WOWC is played online by 15 million people, if only 7% of those people watch the film it gets views of over 1 million and it becomes famous.

So these films have a massive audience, and the critics have assumed it means they are good, they were wrong.

Now things are about to change.

At Cambridge these films were rejected out of hand by both the critics, and the audiences. Even the professionally made WOWC films were virtually booed off stage as absolute rubbish. The guys at the top who run this stuff have now realised that this can no longer continue.

A massive switch is going to happen in the following months which will try to encourage machinimators to stop making films for select audiences, and to start making main stream content with a good story. If they do not, they will get no recognition any more at either film festivals or by critics. Viewing hits will no longer cut the mustard, it will be content and story.

IL2 movie makers take note. Now is the time to start considering making films for more than the IL2 gamers. If your film has good commercial content, and a good story. It has every chance of getting fair commercial recognition on a par with any WOWC film.

Every one of the people who I spoke to at Cambridge is now convinced this is the way it is going to happen. This included Producers, Directors, Academy members, Industry professionals, the BBC and the critics.

Time to blossom fellers
 
CoD:WW New Explosive Trailer
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Blog - Game News
Written by Canuck   
115 HITS

Check out the fiery, explosive, killing-goodness in the new trailer for Call of Duty: World at War:

 

 
Amateur Thoughts on Machinima Creation
User Rating: / 4
Blog - Blog
Written by triniscourge   
630 HITS

Disclaimer: I am by no means an expert in anything I am about to write about. As a matter of fact I am barely even an amateur. Forgive me if I sound like a pretentious dick.

I have been fortunate enough to be able to display all of my creations here at gamerztheatre.com and so today I give a little back. The following is an article about what I have learnt over the past two years and the methods I now use when creating machinima.

PREPARATION/PLANNING
When I first started making machinima a little over 2 years ago, preparation and planning played little part in the process. Clips were dragged, music was added and voila! I had created something unique. However as unique as it was, it still fell painfully short of what I wanted it to be. I jumped headlong into making more 'unique' creations, but always felt dissatisfied with the result. At that point I decided to do a little (and I do mean little) research into principles of photography and film making. Apart from all the technical terms and techniques I learnt, the most helpful thing I learnt was the importance of preparation and planning. A good storyboard/flow chart can transform that mundane montage into a film with gravity and meaning.

IMAGERY/SCENE COMPOSITION
The most powerful tool at your disposal as a machinima creator is the use of imagery. The nature of our medium allows us freedoms that even million dollar directors don't have. The direction of your imagery is as important as your storyboard; how are the actors positioned in the environment? What's occuring in the background? How does the background relate to the foreground. These are questions that I now ask myself with every scene. The entire process takes much longer, but the payoff is worth it.


POST PRODUCTION
/EDITING
Editing can be the most crucial part of machinima/film creation. As stated before, a good storyboard helps greatly with the flow and cohesiveness of your scenes and can make editing a lot easier.
As important as imagery is, it can fall flat without a good color palette. Slight corrections in contrast, brightness and the balance of reds, greens and blues can evoke a different response from the viewer. Here are some examples from my latest trailer:

 

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