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Features

Book Review:
3D Game-Based Filmmaking:
The Art of Machinima
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3D Game-Based Filmmaking:
The Art of Machinima

Author:
Paul Marino
Publisher: Paraglyph Press
ISBN: 1-932111-85-9
Published: July 2004
Pages: 470
Pros
- Book
provides a thorough introduction to the tools and techniques
of machinima movie making.
- Step-by-step
tutorials provide clear instructions for learning how to
make a machinima production, start to finish.
-
Bundled CD-ROM contains demo applications that allow readers
to make their own machinima films at home.
Cons
- Machinima itself is limited to the capabilities
of 3D game engines.
- 3D navigation might prove tricky for people
unfamiliar with 3D gaming.
- Although the author explores two machinima
creation tools in depth, only one of these is included on
the CD-ROM.
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Welcome
to the World of Machinima
Machinima,
according to machinima pioneer and The Art of Machinima author
Paul Marino, is the art of creating animated movies in real-time
by using 3D game engine technology. Developed in the 1990s by clans
of Doom and Quake players looking to capture and dramatize
their in-game exploits, machinima has since evolved into a filmmaking
genre in its own right, and has received mainstream attention at
film festivals, on MTV, and the Wall Street Journal.
Filmmaking
via machinima combines the principles of live action filmmaking
with the flexibility of computer animation. Typically, a machinima
movie is created by working in a given 3D space (for instance, a
Quake III level map), defining the actions of a user-controlled
character, using a real-time camera to record the action, and then
throwing it all together in a non-linear editing tool to create
a finished movie. The result is a form of moviemaking that lies
somewhere between live action and animation, allowing directors
the freedom of a virtual production environment while preserving
the real-time flavor of live action.
The
Art of Machinima is essentially an A-to-Z tutorial on creating
machinima, one step at a time. Marino's tutorials are very thorough,
with page after page of example and instruction on every step in
the machinima-making process, from navigating software packages
to animating characters, all the way to recording, editing, and
outputting a completed film. The book also recaps the history of
machinima and explores various machinima filmmaking techniques,
rounding out the book's predominantly pragmatic emphasis.
Since
Marino's purpose is to guide the reader through the process of creating
a complete machinima movie via specific software applications, readers
will need a Windows PC on which to run the CD-ROM that comes with
the book. (The CD-ROM contains a demo version of only one of the
two machinima apps covered in the tutorials, though. To complete
the second set of tutorials, you'll need a copy of Unreal Tournament
2004.) From there, anyone with a basic understanding of 3D animation
should be able to follow along with Marino's instructions and emerge
with at least one completed machinima film.
3D
Gaming Turned 3D Movie-Making
The
core of the book is a pragmatic introduction to the two most popular
software apps in which to create machinima. First among these is
Machinimation, an application based on id's Quake III: Arena
game engine. Second are the companion tools of UnrealEd and Matinee
- both of which are bundled with the off-the-shelf version of Unreal
Tournament 2004. Both applications provide a complete set of
tools for setting up, animating, and recording machinima films.
Since
the tutorials are intended to be used independently of each other,
Marino provides readers with a point-for-point comparison of the
strengths and weaknesses of the two platforms, from which the reader
can decide which app might be better suited to a given concept.
What emerges is a picture of two applications that share the same
basic functionality - for instance, interactive lighting controls,
animated characters, user-controlled cameras, and definable audio
events - but which bear some key paradigmatic differences.
Most
notable among these differences are the approaches that the two
apps take toward character animation and camera control. Machinimation,
being a direct descendant of early machinima creation tools, relies
primarily on real-time control of both camera and character. (According
to Marino, this gives the application a live-action feel that he
ultimately prefers.) The Unreal Tournament tools, on the
other hand, are primarily script-based, relying on sequenced commands
and a click-and-drag camera interface for controlling character
action and shot timing.
Booting
up these two programs, you'll also notice that the Unreal Tournament
tools are Windows applications, complete with the multi-viewport
interface of a traditional 3D animation tool, while Machinimation
is built directly over the Quake III engine and operates
within a game-type framework. Assuming some familiarity with the
respective engines - which, given the increasing popularity of machinima,
might be a bold assumption - both interfaces are accessible.
The
Machinima Movie Making Pipeline
Regardless
of which application you use, the basic pipeline that Marino presents
for creating Machinima is essentially as follows. Note the general
resemblance to a live-action pipeline - a point that Marino comes
back to time and again as he makes his case for the unique capabilities
of machinima.
Lighting.
After a brief introduction to pre-production and virtual location
scouting, Marino begins his exploration of the two software suites
with an introduction to lighting set up. Included in this are instructions
for creating multiple light sources, adjusting the properties of
a light (e.g. color and brightness), and animating lights over time.
Character
Animation. Next up in Marino's pipeline is character animation,
an area in which the two applications differ considerably. In Machinimation,
character animation involves the iterative recording of multiple
in-game characters, layering one recording over another such that
a given character's actions can be based on the animation of other
recorded characters. By contrast, UnrealEd's character animation
system involves laying path nodes over a location map to build a
scripted animation sequence.
Cinematography.
Marino next takes us through the process of controlling cameras
and recording shots. In Machinimation, this involves the real-time
control of an in-game camera during the playback of layered character
animations, creating a cinematographic experience bearing similarities
to a live action film set. In Matinee (the camera control counterpart
to UnrealEd), users define camera paths via interpolation points,
and - similar to a live television broadcast - switch back and forth
between cameras as the recording progresses.
Post-Production
Effects. Audio and visual capabilities of the two programs include
musical scoring, triggered sound effects, fade ins, fade outs, and
other effects such as film grain. Effects can either be added globally
across a sequence (e.g. a soundtrack) or installed as triggered
events (e.g. footsteps). Marino notes that the two applications
are similar in that they both provide a strong array of post-production
tools.
Editing,
Exporting, and Distribution. Lastly, Marino takes us through
the processes of exporting scenes from a machinima application,
editing them in a non-linear editing suite, and outputting the finished
movies to various file formats, including DivX and DVD. Marino's
tutorials use Windows Movie Maker for editing and Adobe Encore for
output. Additionally, Marino touches upon the use of simple video
capture as an alternative for creating machinima content.
Machinima,
Then and Now
By
and large, The Art of Machinima is a tutorial-driven book.
However, Marino does balance the book's technical weight with several
academic discussions. These include a thorough history of machinima
- a history in which Marino himself has been a key player - and
a general overview of basic filmmaking techniques. These latter
discussions, which include basic treatments of cinematography, character
development, and set design, are useful for the beginning filmmaker
who might need an aesthetic foundation on which to create his or
her first machinima production.
Overall,
Marino does a very good job of presenting the why and how of modern
machinima filmmaking. The book is intended as a hands-on introduction
to a relatively new medium, and given the scope and depth of Marino's
tutorials, it is in that regard a success.
Of
course, machinima will still need to prove itself to the world as
a viable medium for visual storytelling, and the underlying technology
will need to undergo some radical growth before machinima can achieve
successes that come close to those of the mainstream entertainment
media. But if you're looking for a simple yet thorough introduction
to making machinima as it exists in the here-and-now, The Art
of Machinima is a first-class overview.
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