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The quality
of any Machinima project is dependent on two factors: the amount of
time and effort invested in it, and the quality and ease-of-use of the
tools used to create it. I'll be coming back to the "time and effort"
point later -- for now, let's look at tool designs. Traditionally, there
are three basic models of tool design for real-time cinematics in game
engines. All of them have their advantages and disadvantages, so let's
look at them one by one, in chronological order.
1.
Demo editing. This technology came first -- it was using these
techniques that the first hobbyists created the original "Quake Movies"
which first showed the potential of 3D engines to create films. This
technique, growing out of the hacker's ethos of the original Quake
community, uses special tools to edit, cut, and splice in-game recordings
of earlier games -- originally Quake deathmatches -- but with
some design changes these recordings can easily be the equivalent of
a studio-filmed rush from which a finished film can be produced.
These
techniques have rarely been used within the game production community,
but groups such as Cnet's Gamecenter and the BBC are now using similar
technologies to televise games like Quake 3: Arena and Unreal
Tournament.
This technology
has a lot of advantages:
- Films
are very quick to produce, as it's far faster to give a human a complicated
series of instructions on his role than to script those instructions
for a machine.
- A well-organized
shoot can exhibit much of the spontaneity that enlivens "real" filming
(a way in which this technique is unique in the world of animation).
- Because
the "demo editor" used can easily be tied in to send the game engine
information allowing real-time previewing of edits, it allows the
user to receive instant WYSIWYG feedback on their editing.
However,
it also has a number of disadvantages:
- It's
very hard to get any sort of precision in the initial shoot. While
a lot of this imprecision can be cleaned up by editing the demo produced,
it's often the case that this takes substantially more time than simply
creating the shot from scratch using other techniques.
- Because
of the "live filming" aspect, the actual shoots require a large group
of "actors" and a LAN, as well as a lot of coordination of that group.
- Once
"filming" is complete, if major changes to the action are needed you'll
either have to reconvene your actors or perform a lot of complex scene
creation and tidying. Frequently neither are particularly viable options.
- From
the point of view of the tool designer, this is a complex project,
requiring a new tool to be built with a lot of versatile editing capabilities.
Overall,
demo editing is a very versatile and usable technique (particularly
for scenes requiring a lot of complex, intelligent movement -- it's
particularly useful for battle scenes). However, on its own it is very
limited, particularly for scenes with complex animation or very precise
synchronization to other factors in the film.
2.
In-map scripting. This was the next technique to develop, and
so far has been the most widely used, appearing in games from Half-Life
to Unreal to Soldier of Fortune. Here, cutscenes are entirely
scripted within the map editor used for level design, usually using
the same scripting technologies used within the game to produce in-game
scripted actions.
Obviously,
from the tool-design point of view, this is a very simple and direct
approach, requiring little additional design -- all that's generally
needed is a "camera" object within the game's structure, with some movement
options, controlled from in-game triggers or scripting engines.
Advantages:
- Initial
shot and sequence setup is usually fairly swift, and it is possible
to create very precisely controlled action sequences within the engine.
- Because
audio can be scripted within the engine alongside the action, audio
synchronization to the on-screen action is relatively simple.
- As
mentioned above, tool design time is minimized.
- All
cinematic creation (except voice acting) can be done by one person.
- Editing
character positions and actions after initial creation is very simple.
Disadvantages:
- Unlike
the demo editing approach described above, this technique does not
work on a WYSIWYG basis. In order to see the effects of a change in
a cutscene, the creator must recompile the map on which he or she
is working, and then run that map from within the engine. The lack
of instant feedback this produces is definitely detrimental to the
quality of films edited using this process.
- Likewise,
compile and run times for maps using this technique may well discourage
the creator from trying different techniques or editing the work more
than the bare minimum. At the very least, the compile times will eat
into the time available in which to work on the cutscenes.
- In
general, scenes created using this technique are edited linearly,
rather than nonlinearly. Translated from film terminology, this means
that the order of shots (and frequently their duration) acts like
a stack of shots rather than a linked series: in order to swap the
positions of two shots, or even change the duration of a shot, it
will frequently be necessary to re-create large portions of the sequence.
This isn't always the case (particularly if scenes are very carefully
created with an eye towards a nonlinear approach), but the interplay
of scripted movement and scripted camerawork certainly tends toward
this problem.
- The
time taken to create a shot increases dramatically if that shot involves
complex interaction between multiple characters. Any large fight sequence,
for example, will generally be extremely difficult to create convincingly
using this system.
- The
film will only be as good as its scripting language. If it is difficult
to create an effect which is needed for the film, then that shot will
be compromised. Of course, it's possible to rewrite or add parts to
the scripting system to accommodate new requirements, but this will
take time on the part of both the programmer and the cinematographer.
Overall,
despite its prevalence, the in-map scripting technique does not work
particularly well, and may well be responsible for a lot of the quality
issues within older cutscenes. Its lack of a decent editing facility
and its reliance on recompilation of the sets on which the scene is
taking place are certainly its biggest flaws, and can seriously compromise
the quality of films created purely using this technique.
It's worth
noting that many of this technology's problems can be ameliorated by
combining it with another method of film creation, such as demo "re-camming"
or even conventional video editing software such as Premiere. This may
be the simplest approach to take if tool creation time is a major concern.
3.
Independent scripting. This third technique has been employed
in several different forms in a number of recent games. In general,
independent scripting uses a combination of in-engine tool work and
text scripting to create its films: some games, such as Vampire:
the Masquerade -- Redemption, simply allow the user to select camera
angles and actor positions via an in-game engine tool and then script
the action within the scene entirely in a text interface (with Java
scripting, in Vampire's case). Other games allow the user to
set up and preview entire shots within the cutscene editing tool, including
character movement. However, they still have an underlying script for
the scene to follow, with the in-game tool acting as a "helper" to create
this script.
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Vampire:
the Masquerade -- Redemption allows
users to select camera angles and actor positions via an in-game
engine tool.
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In many
ways, this is not a single tool technology, but a base point from which
to build a tool set. However, there are certain common features (the
presence of a script, rather than a recording of action within the game,
and the reliance on a separate file rather than information within a
map) that make this approach unique.
It's safe
to say that this technique has a number of advantages:
- WYSIWYG
editing, at least to some degree. Exactly how far this capability
goes is up to the designers of the tool set, but it's certainly relatively
easy to enable anything up to full WYSIWYG capability.
- Instant
feedback. The cinematic creator can see how changes affect the film
instantly -- and, unlike the other tool systems mentioned above, the
creator can easily make major changes to anything in the film, including
character movement.
- All
cinematic creation can be performed by a single person.
As with
the potential advantages of this technique, many of its disadvantages
depend on the design of the helper tools used with it. However, some
disadvantages are constant.
- While
it's possible to set up a nonlinear editing environment within this
system, the scripted nature of the films created predispose it towards
linear editing only.
- In
order to create a useful tool, considerable programmer time and effort
will have to be invested. As with any content creation utility, there
is frequently a lot more work that needs to be done to create a usable
tool than is initially apparent.
- Similar
to the other approaches, as a scripting tool, the more complex a scene,
and the more characters involved, the more complex the scripting becomes.
Battle scenes are frequently particularly difficult, as I mentioned
above.
The
Ideal Tool?
None of
these approaches is ideal -- in fact, on their own they all have gaping
flaws, and flaws that can't be easily solved within a single tool. However,
that's more than just a design challenge: that's a signal that there's
something drastically wrong with the "single tool" approach. A quick
look at the credits for any Hollywood blockbuster will tell you that
film work isn't a single, homogenous whole. By the same reasoning, then,
neither is Machinima production.
Let's
consider again the basis of "real film" work, in which there are several
main stages of production, apart from content creation (audio recording,
set design, animation, and so on): pre-production, production and post-production.
In pre-production,
the final draft of your script is analyzed by the director of the cutscenes
and broken down into a shooting script and storyboards. The shooting
script allows the director to break down the script textually to help
the him or her and the team begin creating storyboards. Storyboards
are simple illustrations that assist the director visually of the cutscenes
prior to the actual production. During the storyboarding process, the
director and team can start to see what elements will be needed in production
(as well as which game assets can be repurposed for the cutscenes).
While this preliminary effort may seem like a lot of work, it is invaluable
throughout the rest of the cutscene (if not the entire game's) production.
In production,
individual shots are filmed. There's no effort just to capture the action
needed here, or to shoot the shots in any kind of cinematic order --
that comes later. In Machinima terms, this is where individual character
movement is scripted, in-scene audio is synched into the action (characters
talking, feet scuffing on floorboards, and other such "real-world" effects),
and camera positions are set up. This would also be where any live demo
filming is done, and the subsequent shots tidied up.
The important
point here is that the target end product for this stage is just individual,
uncut shots from the film. This part of the process requires that its
tools be very flexible, and focused on creating single sequences: complex
movement creation tools; flexibility in camera movement, focus, and
position; and precise timing of events are all important here.
Then,
in post-production, these shots are edited together to form a
whole, and additional audio (mostly background music, in the case of
Machinima) is added over the top of the finished, edited piece. Editing
is a very different discipline from camerawork, and demands very different
skills and tools: the ability to chop and change shots freely about
in the shot sequence of the film and to edit their lengths and transition
between them, is important here. Most utilities commonly thought of
as "film packages" (such as Adobe Premiere) are actually editing tools.
In development
work on Lithtech Film Producer, we very quickly moved to a paradigm
based on this breakdown of the film-creation process. The ability to
break the work down in this fashion is probably the most important missing
element in many Machinima creation packages today. By trying to do both
jobs at once, any tool ends up lacking on one or the other side, hampering
its users ability to create quality films.
Obviously,
other elements of the package are also important: as a visual medium,
it's vital that any Machinima package have WYSIWYG capability. The potential
of live filming for certain scenes is huge, and any tool designer should
consider including some form of live filming option within the Machinima
tool set. Lastly, if your game does have scripting capabilities, then
incorporating them into the pre-production section of the tool set in
some form is also an excellent idea.
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