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Authentic film look for machinima

Table of Contents:

  1. Introduction
  2. After Effects/Premiere Pro with Plugins
  3. After Effects/Premiere Pro “standalone”
  4. Other Pro Tools
  5. Free Tools

INTRODUCTION

I’ve been asked many times how to best achieve a film-quality look in machinima postproduction.

You’ve probably noticed that some machinima is excessively clean and crisp looking. Raw footage from a video game or virtual world such as Second Life can be cartoony, and not exactly cinematic. The real world is imperfect and sometimes gritty. We work in postproduction to simulate the look and feel of reality, emphasize certain elements and de-emphasize others, and convey mood, feeling and atmosphere.

Let’s take this “BEFORE” shot captured in Second Life for “Scent Memory” as an example. Despite the detailed textures, it still looks artificially crisp. The colors also appear flat, and nothing really pops out at you.

Before and after effects processing

As you can see, we succeeded in the “AFTER” shot in achieving 3 important things:

1) A cinematic, authentic film look

2) Emphasis placed on certain elements without loss of detail. In fact, the character’s face (especially his eyes) benefit greatly and the viewer’s eyes are really drawn to them. The ominous appearance of the background elements remain, while their presence is downplayed to the lead character’s benefit

3) Mood. An atmospheric, brooding feel of mystery. Postprocessing can be used to add “feeling” to any shot, from “bright and cheery” to “dark and dreary,” from comedic to horrific.

In this series, I’ll list four of the ways I know starting with my preferred method.

NEXT PART >>

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Machinima.com scores million in funding!

A screenshot taken from Call of Duty: Modern W...
Image via Wikipedia

Awesome news for the world of machinima in general! Forbes reports on massive funding for machinima.com, quoting CEO Allen DeBevoise:

DeBevoise says the success of the site is partly due to a trend in video games, where the main product is increasingly supported by additional marketing and entertainment, like downloadable content or online videos. He cites as evidence Machinima’s “Call of Duty: Modern Warfare 2″ video content, which attracted 125 million video views in the first 100 days.

The road gladdens the obsessed ghost.

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Machinima on display down under

The Sydney Morning Herald calls machinima “one of the most exciting and fastest-growing new art forms sweeping the world” and announces what sounds like a brilliant festival:

The art of Machinima is soon to be celebrated at a new Australian exhibition at the Queensland University of Technology.

The exhibition features over 60 Machinima works from artists including Australia’s Chris Howlett and Austrian Friedrich Kirschner. The exhibition begins with the first clunky films created using Doom and Quake in the mid-90s through to sophisticated contemporary films.

QUT says the exhibition “highlights a growing insurgency as contemporary art forms develop outside of traditional art fields, bringing brand new art forms to the fore”.

This is a very exciting time to be working on machinima, and it’s only a matter of a few years before it becomes accessible to all–not just as entertainment, but as a widespread form of expression. Wish I could make it to the festival this year! Here’s hoping it becomes an annual thing.

Article is here: http://www.smh.com.au/digital-life/games/blogs/screenplay/new-art-form-lifts-game/20100706-zz4k.html

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Video games can never be art? Ever ever?

This is art:

And so is this:

Roger Ebert has written a detailed retraction of his foolish April blog post claiming that “Video games can never be art.” I was surprised and happy to see this retraction. I think I was surprised because I’m not used to seeing ANYONE, even Roger Ebert, back down from such an emphatically stated position unless they’re somehow forced to (by legal/financial/political pressure, etc.). But on the other hand, I was even more surprised by the initial post. It seemed to me out of character for Roger Ebert to be so closed minded.

I personally don’t play video games. But machinima is most certainly an art form, one that relies upon the artistry of video game design principles and platforms. I’ve tried video games and they haven’t much captured my attention, but I’m very well attuned to the fact that they CAN BE, and OFTEN ARE, art. Ebert writes,

I had to be prepared to agree that gamers can have an experience that, for them, is Art. I don’t know what they can learn about another human being that way, no matter how much they learn about Human Nature. I don’t know if they can be inspired to transcend themselves. Perhaps they can. How can I say? I may be wrong. but if ‘m not willing to play a video game to find that out, I should say so.

I don’t play video games either, but I’ve seen and heard enough to say that they very much CAN inspire people in the ways described above. In fact, from what I’ve seen of Portal, it gets me thinking the same way many great films do. Same with regards to Fallout. The storytelling, imagery and metaphors in some games are simply brilliant. It really doesn’t take 40 hours of gaming to come to that conclusion.

The new post is here.

And this too is art (in a Star Wars kid type of way):

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Here’s our poster!

"Scent Memory" movie poster

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Our first film: Title TK!

The film is finished!

Due to the extra expense of title licensing, our first film will no longer be called “Smell Memory.” Not a total loss-many of our pals have given us the feedback that that title was kind of smelly! So… we’ll be unveiling a brand new name in the very near future, along with new trailers to replace the ones I’ve taken down today.

On Friday, we’ll have some private screenings with our friends, during which we’ll discuss title ideas and any last minute tweaks.

Due to the complications of the licensing process, it may be up to two months until we can release the movie anyway…

In the meantime, I’m prepping a post on the topic of achieving an authentic film look for machinima movies. I’ve gotten a lot of questions about how/why we do that, and I’m happy to share some details! Look for it here soon.

And speaking of licensing expense… our films are getting a bit pricey, so we’ll be putting up a PayPal donation button here soon. It’s well worth the small expense we put into these films, but we’d love help from our friends and fans. Plus, whoever donates will get their name in the credits of our upcoming film…

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Adobe After Effects CS5-Full

Adobe After Effects CS5-Full

64-bit OS required. See system requirements.

Adobe After Effects CS5
Create groundbreaking motion graphics and visual effects for broadcast, film, web, and mobile delivery with Adobe® After Effects® CS5 software. Use open-ended tools that feel like a natural extension of your creative process, and jump-start projects using any of hundreds of customizable presets and templates. Get unprecedented performance for high-resolution projects thanks to new native 64-bit support.


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Avoiding uncanny valley

Great post by Dennis Jerz over at Seton Hill University that covers a variety of topics relevant to machinima. He summarizes the concept of uncanny valley in a pretty clear and straightforward way:

When animation is too real for our brain to process it as a cartoon, but not real enough for us to accept it on a deep, instinctive level; something seems wrong. We’re trained to sense trouble when someone won’t make eye contact with us, when their facial expression doesn’t match their words, when they moving stiffly (perhaps because they’ve been injured by a hazard we haven’t noticed yet).

If part of you is just a little creeped out by clowns, or china dolls, or you’re amused by zombies and other undead, it’s because those human-like creations fall along a line. To some extent, the more human-like something is, the better we respond to it. But at some point, when something looks very much like a normal human, but does not act like a normal human, our comfort level drops.

“Uncanny valley” is an easy trap to fall into with machinima production. While we now have the relative “luxuries” of realitime rendering and superfast development/production time, this is truly one of the challenges of this growing new field. Examples of uncanny valley abound in machinima, in fact, you’re more likely to find it then not if you watch a random machinima movie on YouTube.

How do we avoid it? I can’t say we will always be entirely successful at this, but we do try. Some techniques we employ are creative use of animations for purposes other than their intended ones, time remapping with After Effects, sparing use of closeup shots of avatars, and tons of tricky editing!

We also always “test screen” our footage with people NOT familiar with video games, Second Life or machinima. It’s crucial to listen to the feedback from “normal people” who have some perspective and distance from your independent machinima project, they are the ones who will clearly and unequivocally tell you if something in your production is “creepy,” “off,” etc. Sometimes when you’re immersed in your project, your suspension of disbelief far exceeds that of the average first-time viewer.

On the other hand, if “creepy” is what you want to achieve (for instance in a horror/thriller film), then it’s easy with machinima! I’m surprised we don’t see more of these genres, given the few “advantages” of uncanny valley.

Here’s my own handrawn uncanny valley diagram:

uncanny valley machinima
Uncanny Valley According to Gabe
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Whoah! It’s been a somewhat intense past few days, but we finally finished filming “Smell Memory”. Editing should be done soon and we can release it for your viewing pleasure.

We learned a lot of interesting and cool new techniques with this video that we look forward to using and improving in our future videos. Anyways, I hope you enjoy the video when we release it!

Snapshot 016 300x225 Final shot of Smell Memory finished!

Pilot’s Reaction to finishing the filming.

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