Thursday, September 28, 2006

So Lucky Am I

I feel extremely lucky and glad to be surrounded by such immense talent. This is why collaboration is important. It is not just simply splitting the work - that has nothing to do with it. Neither is specializing in each field. No, no - the true power of collaboration comes from influencing each other.

Understandably at first, the script for EoR recieved decent response. "It's good...". You know, nothing mind blowing. After all, I am no writer and it was written in about a week, so I definitely wasn't expecting much. By the time I started production though, over half of the story had to be cut out. For example there was a battle scene planned with over a hundred fighters. In the end it was cut down to four.

I most definitely was way over my head when I wrote the original draft, since we only had a month. In fact even during production with the shaved down version and even in post, I was constantly bashing my own head thinking "you're way over your head" "what were you thinking!" and "you're fucking crazy dude".

But I got to work, trying to hurry off a rough cut with an edit lock, so that gToon and Scott can start on the audio as soon as possible (the Xfire deadline loomed over us - I think it was about 2 weeks left at that point). So I finished the cut, then came the sound effects.

Sound made everything different - it made things flow better, made the film infinitely more watchable. But the point is, the quality of the sound, and in some cases sound that was not originally planned for, caused me to take a second look at the visuals. What can I do to improve the visuals, so that it may reach the level set by the sound effects? And thus, the visuals improved, and gave me different ideas on then incomplete visual effects.

gToon gets a new cut with more complete and advanced visual effects, and he changes his sounds to match the new visuals, and so on and so on. Xfire deadline was extended, and we breathed a sigh of relief.

Then came the music... yea. That changed everything. That was when the afterburners turned on, and caused both me and gToon scrambling to catch up. That was a very intense and exciting time.

Additionally, morale support and technical / creative suggestions were often made at this stage by the rest of the active team: Allen Marshall, Nefarious Guy, Macabre, and Drowned Fish. This was important for me at least, seeing any kind of response, just knowing that someone else is watching and giving you support, is good enough for me to keep going, even completely without sleep on the last few days. Thanks guys! I owe you guys (especially Scott and Ricky) more than just a credit and thanks.

So even though we had a passable film on the first edit lock, each person's contributions just added to the film and influenced the others to change or adapt to the newest version. It was great that all of us were discussing on the same forum, as it allowed us this opportunity of collaboration. The product feels like a cohesive product, working seamlessly rather than something stitched together at the last minute. (which is admittedly what we did!)

Next time you're making a movie by yourself, reconsider. Even just getting a few friends to give you comments and suggestions is a giant leap away from doing it yourself. Multiple brains are always better than one.

Monday, September 25, 2006

Patience!

So as you may have heard on the front page or elswhere, we finished Edge of Remorse! Unfortunately due to the Xfire contest it can't be released until Oct. 9. If it's selected as a finalist, it will only be downloadable through Xfire for a few weeks. From what I hear the exclusivity period is 6 weeks! Lame.

The past month felt like a year. I don't think I've ever worked so hard on one thing in my life, ever. For a measly 7 minute film made in 1 month, we carved through 8 rough cuts. That's gotta be some kind of new record or something, haha. Those early cuts seemed like it was last year but in fact it was only 2-3 weeks ago... if anything, this film made me (re)realize how much I actually love making films instead of just talking about it.

Especially when the tools are so great and flexible as they are in World of WarCraft. This was also a great project for me in terms of effects. I've fudged around with After Effects in the past, but I never attempted to make a film with it. Let alone an HD film. You definitely learn things exponentially faster when you got a concrete goal to meet.

I'll write some more later, right now I'm gonna go sleep for about a week. :P

Thursday, September 21, 2006

3rd Base

Almost done!

We got to listen to Scott's music for EoR yesterday - it's indescribable. I'll let that be a surprise.

We're well on track with a great audio mix, but with just under 24 hours left until the Machinima Film Festival deadline, I'm going to be up all night getting the last of the shots completed and rendered. Rendering is the part that scares me due to time - usually a non-existent issue in machinima, but hey, you get what you work for.

Wednesday, September 06, 2006

Edge of Completion

As mentioned on the front page, I've been working on a World of Warcraft machinima for the past few weeks titled Edge of Remorse.

Very interesting way to create a film - although it is quite short at around 4 minutes, there are over 100 shots in the film and every shot is composited and has some kind of special effect on it.

I finally finished rough composites for every shot in the film, and will be editing a locked rough cut so that Scott and Ricky can start ASAP on music and sound. With 6 days left until the contest, it's really pushing it, but luckily it's not a long film.

It'll be released on Xfire on Sept. 25, but look for a trailer in about 2 weeks. :) A few weeks after the Xfire release, I will also be releasing a special HD version of the film. STAY TUNED!