festival

Report: Oberhausen International Short Film Festival 2023

Tracy Harwood Blog May 3, 2023 2 Comments

I was privileged to have been invited to Oberhausen International Short Film Festival (Germany, 26 April to 1 May) by Dr Lars Henrik Gass, Festival Director, Katharina Schroder, Theme Coordinator and the programme curators, Dmitry Frolov and Vladimir Nadein for the first programme of avant-garde and experimental machinima films at a major European film festival to take place.  I was also delighted to see machinima work, created by Alice Bucknell, featured on the programme magazine’s front cover too!  I was there, primarily, to participate in a panel discussion with Gemma Fantacci, one of the organisers of the Milan Machinima Film Festival, and two artist-curators from the US and Hong Kong respectively, Alice Bucknell and Ip Yuk-Yiu.

Programme

The programme, entitled Against Gravity, was themed to loosely represent a video-game/machinima creative experience, from Starting the Game, Holding the Controller, Crack the Code, Don’t Forget to Save, Opening the Map, Unlock the Real, Cosplay As
, and a retrospective of Phil Solomon’s work, called Interplay, a filmmaker whose turn to machinima in later life was the inspiration for the festival theme.  As one might expect, the organizers dive into each sub-theme to tease out their narrative through a selection of works across a span of 27 years of machinima practice.  Unfortunately, I didn’t arrive in time to see all the selections, but the ones I did see were very interesting. 

Image: Programme Cover (link to Festival programme here)

Many of the films were ones I had not previously seen – experimental films tend to be distributed in a different way to traditional machinima, using mostly artistic channels, and so often make their way directly to independent film theatres and galleries as a consequence.  This of course diverges from the traditional approach to machinima-making of community-shared content, through which debate and practices are openly discussed.  What was interesting with the presentation was the mix of older work with more recent pieces, effectively positioning machinima in a narrative of avant-garde practice and demonstrating experimental applications by artists/filmmakers for an audience that clearly had interest in the work if little experience of machinima or games specifically.  I got the distinct sense of the emergence of a new generation of machinima fans – both creators and audience – and also the sense there is demand for a new way to experience machinima on larger screens from this audience, especially with technological advancements that make quality of content higher resolution and approaches employed by artists accessible in the experimental tradition of film viewership.  

It was also interesting that the foundation of machinima was considered relevant to the presentation of avant-garde works both because its origins lie within 3D real-time games engines and also because the use of game as a creative matrix for storytelling beyond gameplay conveys subversion, virtuality and transcendence – all themes that resonate well with the experimental arts movement.  Drawing on Solomon, however, the rationale for including machinima was the transformation from analogue forms of film to digital, with all the nuances that brings – relating to the breadth of creative practices, methods of transferring work for exhibition, storage and also presentation to audiences.  What was interesting in this is that many at the festival seem to have little conception of either the term machinima, the game communities from which it emanates or its impacts on popular online culture.  Filmmakers selected appear to have forged their own practices, sometimes as multimedia artists, using games as found tools and environments.  Some were clearly also a little reticent about being associated with its background and origins, the taint of the M.com years, and probably alongside that the many issues the community has collectively faced in relation to the recognition of originality, ownership and authorship of works created.

Of the themed selections I saw, in Open the Map, the idea that games whet the appetite for utopian experiences was demonstrated through the selection of two films.  The first was a documentary about a group of queer teenagers living through the challenges of Covid by escaping into Minecraft to connect with each other in a virtual safe space they made their own.  The film, Tracing Utopia (2021), was directed by Nick Tyson and Catarina de Sousa, and was based on their observations of working with the teenagers over an extended period of time.  It highlighted well the essence of community and collaboration, something that has always been the heart of machinima.  The second was Alice Bucknell’s three-channel installation converted for the festival to a single channel, called The Martian Word for World is Mother (2022). This film was made in Unreal Engine and showed three different visualisations of Mars (the Green, the Blue and the Red), each being a post-human perspective on the future colonisation of the planet, drawing inspiration from popular sci-fi tropes on the interplay between ecological, economic and political ideologies.  These include Elon Musk (terraforming), Donna Harraway (Cyborg Manifesto), Ursula K Le Guin and Kim Stanley Robinson’s 2009 Mars trilogy, among others.  It is Bucknell’s Blue Mars that is shown on the front cover on the Oberhausen Film Festival programme, illustrating how multinational organizations convert permafrost into water for sale back to Earth – something she presents as a speculative near future. Not exactly a vision of utopia per se but her Green Mars was an interesting approach to reflecting on how the technologies used to exploit Mars in her Red and Blue versions may help Mars bring back to life its former natural habitat for its own end.  She includes a mystical (textual and aural) language that was created using Scottish Gaelic, Helene Smith’s invented Martian language and sounds of Arctic wind, created using a text-to-speech AI and the assistance of OpenAI’s GPT-3.  A fascinating creative process and captivating to watch and listen to.

image: Tracing Utopia

In Unlock the Real, older films were used to position machinima through documentaries, for example Harun Farocki’s Parallel I (2014) showed how games have advanced in their representation of assets such as trees, clouds, water and fire from the earliest machine dashes in the 1980s, to squares of the early 1990s, to more modern mesh representations such as in GTA in the 2000s.  That reflective process of course, with recent developments in the representation of fluid, skin and movement dynamics integrated now into so many tools that creators use, whilst incomplete in Farocki’s work perfectly illustrated how games have focussed on advancing realism.  This was then followed by works that demonstrated aspects of even greater realism, from shape and form, to speed of movement (Benoit Paillé’s Hyper Timelapse GTAV, see below), to representation of human experiences and the interplay between virtual and real, and even the way that in-game corruptions of brands really don’t hide what they represent any more (Jacky Connolly’s Decent into Hell, 2021).  Indeed, Connolly’s clever interweaving of photographs and real film into the GTAV landscape was quite a trippy experience.  It is not often one sees that trajectory so clearly but Vladimir and Dmitry’s curation made it easy for less experienced machinima followers to make the connections between virtual game worlds, film and real-life experiences.

Benoit Paillé’s HYPER TIMELAPSE GTAV (CROSSROAD OF REALITIES) (available on Les Nuits Photo Festival Vimeo channel, released 30 Nov 2015) –

The Phil Solomon retrospective, themed Interplay, was equally fascinating, with introductory comments by Ip Yuk-Yiu and Lynne Sachs who both knew him personally.  Solomon was a key influencer in the US avant-garde film scene, and one of his early works had previously won an award at the Oberhausen Film Festival (Remains to be Seen, 1990 – a clip of which you can see on this Vimeo channel).  Vladimir and Dmitry selected two of his early photochemical 16mm films: The Secret Garden (1988) and Twilight Psalm II: ‘Walking Distance’ (1999).  These had a mesmerising depth to them apparently achieved by applying an emulsion to each frame and then transferring it using an optical reader.  They were juxtaposed with the subsequent selection of Solomon’s tribute following the passing of his lifelong friend, Mark LaPore, in a trilogy of machinima films made using GTA (San Andreas). The trilogy was called In Memoriam: Rehearsals for Retirement (2007), Last Days in a Lonely Place (2007) and Still Raining, Still Dreaming (2008). Interestingly, Yuk-Yiu commented that he never fully appreciated Solomon’s machinima work when it was released. This was primarily because he could not see a connection to his previous work yet the interplay was evidently between chemistry and code (analogue and digital) techniques as well as presence/absence represented by the virtual world.  However, the rather melancholic scenes in the machinimas, which seemed to somehow represent Solomon’s search for his friend through the glitches in the game world, may also have been connected through another film that Solomon made with LaPore in GTA, released just a few days before he died, called Crossroad (2005).  

image: Vladimir Nadein and Dmitry Frolov introduce Interplay with Lynne Sachs (right) and Ip Yuk-Yiu (left)

Panel Discussion

I really enjoyed the opportunity to participate in the panel discussion as well as the various follow-up chats with others visiting the event.  On the panel, each of us had very different experiences and perspectives of machinima, and we were asked some great questions about how we came to machinima, how we see it evolving and what its future will be. A question that emerged was at what point is the term machinima no longer relevant. From an avant-garde perspective, some questioned whether machinima’s history got in the way of framing their work.  Well, of course, many of us long-timers have had those discussions over the years but it was interesting to hear others discuss this too. I really liked how the critical reflection suggested that it is its adaptability in reflecting latest technological and game advancements as ‘machine cinema’ that keep it apart from other creative practices – an observation I like to think the pioneering Hugh Hancock would have been supportive of. 

Machinima is also clearly a good fit with the avant-garde scene, which of course is well reflected in Matteo Bittanti et al’s VRAL Patreon project, where you can find monthly film selections and interviews with creators. Matteo is also one of the founders of the Milan Machinima Film Festival, along with Gemma Fantacci, a student of game-related counter-culture, whom I had the pleasure of meeting in person for the first time in Oberhausen (although earlier this year we also chatted for the Digra Italia talks series).  Indeed, a number of the directors included in the machinima theme at Oberhausen were ones the Milan team have featured, as indeed have we on the CM podcast.

Another interesting audience question was also about the nature of 3D and its continual re-emergence in film, and how it differs in games. It was clear that with a primarily film-based audience, some struggled to appreciate the nature of 3D and realtime concepts that are so well understood in game worlds. Of course, anything rendered for a 2D screen immediately makes it difficult to imagine depth dimensions, or indeed the methods used to capture and edit scenes, for example using mod tools within 3D environments.  Part of the reason is the different uses of the term 3D: in-game experiences are a 2D illusion of a 3D representation rendered through a screen. 3D films in contrast are a fixed view perspective generated by overlaying stereoscopic views.  I’m sure they exist but, thinking about this, I don’t recall ever having seen a 3D stereoscopic machinima.  Nonetheless, the nature of machinima remains a challenging aspect to communicate and convey – as indeed do the differences in the experience one has when viewing the work in a publicly shared environment such as a cinema, gallery or arcade compared to desk-based screens, handheld or even hyper-personal VR screens.  For example, most machinimas we review on the CM podcast have never been intended for consumption on the ‘big’ screen and it certainly isn’t made using large format screens. This is something I recall thinking about at great length for the 2007 European Machinima Festival as well as the various showcases of works I’ve made over the intervening years, not least because detail is emphasized in ways that is never really experienced in a 3D game environment.  And even though many avant-garde works are intended for larger format screens, this aspect does not seem to be a particular focus of directors.  Thus, the 3D/2D transformation highlights another important yet completely unexplored and unappreciated aspect of machinima as avant-garde or experimental film, perhaps related to the closed distribution methods and consumption experience design strategies used as previously highlighted.

In sum, Oberhausen International Short Film Festival was a fascinating in-depth review of different avant-garde perspectives on machinima.  It was a real pleasure to have time to talk to some of the participants in the programme who made the journey from across the world to attend.  I was especially thrilled to see the baton for the development of a new appreciative community being picked up by Dmitry and Vladimir – the huge effort they had made in devising the programme, engaging with creators and connecting the dots across the generations of machinima and filmmaking traditions was outstanding, and evidenced in most of the theme sessions selling out.  I was really pleased to hear they are potentially going to be doing more of this in future and I’m certainly looking forward to catching up with them soon to hear their reflections and future plans too. 

And finally, something I haven’t experienced since I was a teenager was the beautiful plush setting of the cinema in which the programme took place, complete with red velvet curtains and projectors (when required) at the Lichtburg (meaning ‘fortress of light’) Filmpalast Gloria auditorium (see above). Oberhausen is the oldest German short film festival, founded in 1954, and one of the most significant for the development of production conditions in Germany.  In 1962, the Oberhausen Manifesto declaration by 26 filmmakers at the eighth festival is attributed with having created the basis for the success of New German Cinema worldwide.  I therefore thoroughly recommend finding the time to visit and support a future festival.

Summary of Themes and Films

A listing of the films shown for each theme is as follows –

Start the Game

Everyday Daylight by Total Refusal (Austria), performed live with GTAV

Hold the Controller

Dance Voldo Dance by Chris Brandt (2002, Soul Caliber)

My Own Landscapes by Antoine Chapon (2020)

How to Fly by David Blandy (2020, GTA)

But I wanna keep my head above water by Federica Di Pietrantonio (2022, Sims)

Crack the Code

Ain’t Free by George Roxby-Smith (Second Life)

It’s in the Game ’17 by Sondra Perry (2017)

Why Don’t the Cops Fight Each Other by Grayson Earle (GTA)

Don’t Forget to Save

Codes of Honor by Jon Rafman (2011, Street Fighter IV)

The Grannies by Marie Foulston (2021, Red Dead Redemption 2)

Le Moment Fabriqué by Alan Butler (2017, GTA)

End Time and the Trajectories of Ancestors by Edwin Yun-Ting Lo (2022, Far Cry 5)

Open the Map

Tracing Utopia by Nick Tyson and Catarina de Sousa (2021, Minecraft)

The Martian Word for World is Mother by Alice Bucknell (2022, UE4)

Unlock the Real

Parallel I by Harun Farocki (various)

Hyper timelapse GTA V (crossroads of realities) by Benoit Paillé (2014, GTA5)

Decent into Hell by Jacky Connolly (2021, GTA5)

Cosplay as …

Rotterdam Tower by Clint Enns (2010, GTA4)

Sidings of the Afternoon by Gina Hara (2021, Minecraft)

Interplay (Phil Solomon)

The Secret Garden (1988)

Twilight Psalm II: ‘Walking Distance'(1999)

Rehearsals for Retirement (2007) (GTA)

Last Days in a Lonely Place (2007) (GTA)

Still Raining, Still Dreaming (2008) (GTA)

About the Machinima Curators

Vladimir Nadein (b. 1993, Moscow) is a curator, artist and film producer based in Taipei, Taiwan. His works were presented at the solo exhibition Deep Play, VT Artsalon and Greater Taipei Biennale. He produced an award-winning film Detours, supported by Hubert Bals Fund, received the Eurimages Lab Project Award at Les Arcs Film Festival and was shown at Venice Critics’ Week, Viennale, Thessaloniki IFF, Berlin Critics’ Week, FICUNAM, Jeonju IFF, IndieLisboa, Beldocs, FILMADRID, Camden IFF, TFAI, Barbican Centre among others. In 2016, Nadein co-founded the Moscow International Experimental Film Festival and directed it for five editions. He curated special programmes and screenings for the 17th Venice Architecture Biennale, Hamburg Short Film Festival, Moscow International Biennale for Young Art, Garage Museum, University of California, Los Angeles and other venues. Nadein tutored at the Moscow School of New Cinema and is a member of the filmmaking duo together with Dina Karaman.

Dmitry Frolov (b. 1988, Kaliningrad) is an art and film curator and researcher based in Izmir, Turkey. He holds a BA in ĐĄultural Studies from the Russian State University for the Humanities and an MA in Film Programming and Curating from Birkbeck, University of London. He has curated a variety of screenings, panels, performances and exhibitions dedicated to such artists as Maya Deren, Chris Marker, Tony Conrad, Vladimir Kobrin, Yoko Ono, Michael Snow, Annabel Nicholson, James Benning, Alain Cavalier, Aura Satz, Cao Fei, Ana Vaz, Cyprien Gaillard, etc. His texts have been published in Iskusstvo Kino, Spectate, Colta.ru, Syg.ma and other media. Since 2017, he has been working as a curator at the Moscow International Experimental Film Festival (MIEFF). Currently, he is also working as a film curator at Pushkin House, London.

Addendum – How’s Your German?!

Some great write-ups in regional press here –

Der perfekte Wind oder die Kunst des Fallens by Philipp Stadelmaier, 27 Apr, Filmdienst.de

„Machinima“-Filme – die nĂ€chste große Kino-Revolution? by Magnus Klaue, 2 May, Welt.de

Wie Sisyphos im Videospiel by Michael Ranze, 2 May, Faz.net

Die Alten und die Jungen: Von Selbsthistorisierung und Computerspielindustrie: Am 1. Mai endeten die 69. Kurzfilmtage Oberhausen by Manfred Hermes, 3 May, Jungewelt.de

Kurzfilmtage Oberhausen – Signaturen unserer Zeit by Lucas Barwenczik, 8 May, Film Dienst

Zeit zum Totschlagen: Oberhausen und Games im Kino by Frédéric Jaeger, 8 May, Critic.de

Machinima: A cinematic world through video games by Aleksander Huser, 5 June, Modern Times Review

Report: Our Year in Review, 2022

Tracy Harwood Blog December 26, 2022 Leave a reply

In this post, we share our thoughts on some of the key trends we’ve seen over the last 12 months in the world of machinima and virtual production.  It’s been quite a ride this year, and what’s been fascinating to witness is how we are each trying to keep up with all the things going on.  For example, two years ago when we started the Completely Machinima podcast, we weren’t really sure that machinima was still a thing
 but, as Ricky says so eloquently: “Machinima is alive and well.  Two years ago, when I was asked to be part of this podcast, I said, No machinima is dead. And I am very happy to be proven profoundly wrong.”  Yup!  So here are this year’s TOP observations.

Indie vs Pro

Machinima has been on the cusp of mainstream filmmaking for 25 years. In Tracy & Ben’s Pioneers in Machinima book, there are frequent mentions of big budget Hollywood productions having dabbled with real-time techniques for primarily previz.  But not exclusively, as Tracy discovered in her interview in February with John Gaeta (aka Dalt Wisney), founder of ILMxLAB and best known as the creator of The Matrix bullet-time shot.  Of course, The Mando stood out as a marker in the sand in the adoption of virtual production and real-time techniques and, ever since COVID, its evolving practices have come to the fore, time and again.

Beyond the large-scale use of virtual production with LED walls and stages, this year we’ve noticed more professionals are playing with the real-time, 3D virtual production processes at the desk.  These are individuals wanting to explore a concept, tell a story that perhaps they wouldn’t otherwise be able to or, as studios, explore the technologies as part of their pipeline.  Many of these folks work in the film industry already in areas such as special effects, post production or some other role.  Some great examples we’ve reviewed on the podcast are –

Alien: The Message by Rene Jacob (CM Interview Apr 2022; review S2 E35 Apr 2022)

Prazinburk Ridge by Martin Bell (S2 E45, Sept 2022)

The Eye: Calanthek by Aaron Sims (S3 E48, Oct 2022)

And whilst pros have been dabbling with the ‘new’ toolsets, the indies have stolen a march on them and are producing some truly astonishing high-quality work.  It doesn’t always get the attention it deserves, but certainly these are leading the way and some are now breaking into industry too.  We review a selection every month, but a few we’ll draw attention to are –

Heroes of Bronze ‘Journeys’ Teaser by Martin Klekner (S2 E35 Apr 2022)

MOVING OUT || Somewhere In Space || A No Man’s Sky Cinematic Series by Geeks Actively Making Entertainment (S2 E39 June 2022)

Tiny Elden Ring | Tilt Shift by Flurdeh (S2 E43 Aug 2022)

It’s been fascinating to watch the beginnings of convergence of the pro and indie worlds and we’re excited to see more new projects emerge in 2023, as well as more indies getting the recognition they deserve with at least some chance of generating an income from their creative endeavour.  Needless to say, as mainstream catches up, the indies are going to be much in demand although let’s hope that doesn’t then result in the devastation of creative ideas as it did in 2008-9 when many of the original machinima folks were absorbed by games developers (notably to work on EA’s Mass Effect).

Unreal

In part, the opportunities for indies mentioned are because Epic Games, Unreal Engine’s creator, has had the foresight to devise a generous freemium model.  It is free to use for projects netting below $1M, thereafter taking 5% profit. It has a vast marketplace of assets that can be used at low or no cost in productions.  In turn, this enables creators to circumvent one of the most wicked problems faced when making game-based machinima: how best to deal with game-related intellectual property rights.  Very few machinima, real-time virtual production short projects we’ve seen are ever going to come close to $1M.  Most don’t even crack $100.  And that is despite many games developers having in the past directly benefitted from the increased visibility of fan created content and the ideas included in them
 but that’s not a discussion point for now.  It is the freemium model for UE that will massively grow the skillset of creatives which, in turn, will enable all sorts of applications to emerge as real-time and virtual production proliferates across industries.  This is a win-win for creatives and techs alike. 

Alongside this, a number of other engines which have traditionally been used for machinima, real-time and virtual production, have made it progressively more difficult and convoluted to create new works for a variety of reasons.  Furthermore, quite simply the finished product just does not look so good in comparison to UE.  For example, we were disappointed to hear that despite the potentially comparable quality in Warhammer 40K, Erasmus Brosdau’s The Lord Inquisitor never received the publisher’s backing even though many of those involved were associated with the game (we reviewed this in S2 E45 Sept 2022 but the film dated back to 2016). Rockstar hasn’t supported the release of an editor for Red Dead Redemption 2.  GTAV and Blizzard’s World of Warcraft are showing their age and despite a few leaks nothing concrete about updates has emerged. Roberts Space Industries (Star Citizen) appears to have shot itself in the foot in its attempt to protect actor assets (eg., Gary Oldman, Mark Hamill, Mark Strong, Gillian Anderson, Andy Serkis and others) in its upcoming Squadron 42.  The latter in particular is such a pity because we were very much looking forward to seeing episode 2 of Adrift by Barely Not Monkeys, a highlight of our annual review last year.  

Of course, the trade-off in using UE is that creating projects isn’t anywhere near as speedily done as purely game-based machinima used to be, which could be captured on any game playing computer with a few tools or mods such as video capture and editor.  During the year, we’ve seen the release of UE5 and 5.1, each a step change on its predecessor.  Access is a challenge because the phenomenal compute power that’s needed to run all the different tools to create real-time 3D virtual sets and characters, render films, etc., is growing exponentially.  Nonetheless, Epic has given the process impetus.  It has put a lot of effort into making the UE toolset easy to use, relative to other platforms such as Unity and iClone. This, coupled with the huge number of tutorials created by a vast and growing community of users, alongside investment in short courses and guides most of which are free, has positioned it as a medium of choice.  As Kim Libreri, Chief Technology Officer at Epic since 2014, is quoted as saying in the Pioneers in Machinima book: “The main challenge is how to tell a great story.  Now that the tools aren’t a barrier, it is about understanding human comprehension, understanding the light-depth field, writing, and placing things so that people can understand the story you are trying to tell.”  

At the end of last year, we felt that Nvidia’s Omniverse would become the driving platform and were waiting with baited breath for the release of updates to its Machinima toolset, especially following Ricky’s interview with Dane Johnston.  So far, we have been disappointed.  One challenge with the Nvidia toolset is the lock-in to their hardware which is required to run Omniverse.  With the squeeze on chip access and high price of kit, along with its astonishingly rapid advancements in all things AI and consequential new spec releases, it has probably lost ground in the creator filmmaking world – who can afford to replace their kit every 6 months?  We are, however, very interested to see Nividia’s cloud-based subscription model emerging which is surely going to help by improving access to high compute tools at least for as long as folks can afford the sub.  Omniverse has amazing potential but all these challenges have resulted in us seeing only one notable film made entirely using the toolset to date, compared to UE5 in which we are seeing many more –

Most Precious Gift by Shangyu Wang (S3 E49 Oct 2022)

Platform Connectivity

Unreal along with other amazing toolsets, platforms and hardware developers such as Reallusion, Blender, Nvidia, Autodesk and numerous others, has invested in Universal Scene Description.  This is an open-source format originally developed by Pixar that allows for the interchange of assets between toolsets.  USD is a game-changer and through its wide adoption, indies and pros alike can align and build their preferred pipelines which allows them to integrate content using a range of methods according to the skills they have in capture techniques such as photogrammetry, 360, mocap, etc.  The tools and platforms, collectively, are touted as being the foundation of future metaverse applications but hitherto it has been UE that has been the backbone of this year’s most exciting creative works, often integrating mocap with Reallusion’s Character Creator.  Examples are –

Metaverse Music Video by JSFilmz (S3 E52 Nov 2022)

Blu x @Teflon Sega meta-saga!! Ep4 by Xanadu (S2 E37 May 2022)

And check out also the range of other types of projects reviewed in our October blog post, such as SnoopDogg’s web3 Crip Ya Enthusiasm, Rick Pearce’s 2D/3D Roborovski and The Walker by AFK – The Webseries

Mo-Cap

We’ve witnessed the mass adoption of mocap for developing body and facial animation using all sorts of different mocap suits including markerless.  The ability to integrate content easily into the virtual production pipeline has resulted in a plethora of works that attempt to illustrate more realistic movement.  This has enabled creators to customize assets by adding detail to characters which results in greater depth to the process of characterization, building more empathy and better storytelling capability.  As technologies have advanced from body to hand, face, mouth and eyes over the year, creators have become less reliant on traditional approaches to storytelling, such as narration and voice acting, and instead used more nuanced human-like behaviour that can be interpreted only subliminally.  Examples are –

ALONE by Playard Studios (S3 E54 Nov 2022)

The Cloud Racer by Impossible Objects (S2 E45 Sept 2022)

Of course, capture alone would be pointless without high quality models (bones and rigs) to which the movement can be mapped.  UE’s Metahumans and Reallusion’s Character Creator have therefore rapidly become key tools in this part of the pipeline.  Both provide a high bar output at even the most basic level of mapping and advanced users are leaving contrails in their wake.  Check out the mouth movement detail in this –

The Talky Orcs by AFK – The Webseries (S3 E58 Dec 2022)

Challenges vs Festivals

In the tradition of the filmmaking and animation industries, there are many festivals that provide opportunities for creators to showcase their best work, get feedback from reviewers and have a chance to connect and reflect, through which new collaborations may be formed.  There are actually very few festivals that celebrate machinima and virtual production these days.  This year, however, we’ve noticed a growing number of contests through which creators are able to test and showcase aspects of their skillsets, most of which are incentivised by prizes of latest kit and some of which may lead to new opportunities, such as John MacInnes’ Mood Scenes challenge.  What’s particularly interesting is that last year Tracy said, “We need more contests to promote the new toolsets” whereas this year, she says “We need a different type of promotion than contests”!

Two things occur on this.  Firstly, is it the case that more virtual production content is finally being accepted into animation festivals?  This is something that we’ve often lamented in the past, where machinima was always seen as the poor relation even though the creativity demonstrated has been innovative.  In part, this attitude is what led the community to form its own festival series – the Machinima Film Festival, created by the Academy of Machinima Arts & Sciences, ran between 2002 and 2008; ran with an EU version in the European Machinima Film Festival in 2007; and was then taken over by the Machinima Expo and ran until 2014, including a virtual event held in Second Life.  This was hugely popular among the community of creators because it attracted a breadth of talent using a multitude of different toolsets.  So, we have been thrilled this year to see Damien’s Star Wars series Heir to the Empire being recognized in a host of festivals that have accepted the work he creates in iClone.  Ditto Martin Bell’s Prazinburk Ridge made in UE and various others.   Examples are, however, few so far – or maybe we are witnessing a change in the way works are distributed too!

Secondly, is it the case that contests and challenges are an excellent way for tech developers to promote their wares and their uses?  This is very evidently the case.  This year we have seen contests run in order to generate interest purely in a toolset.  We have seen other contests run by creator channels whose goal appears to be simply to drive up their numbers of followers, and these use the same tech dev toolsets as incentives for participation.  The outputs we have seen have generally been creatively poor albeit well marketed.  Without greater emphasis on well-run independent festivals with prizes for creativity, this is unlikely to change – and that’s a pity, because it doesn’t result in development of good skills but simply drives the creation of content.  It is very much a model we saw when Machinima.com incentivized content creation with is partner programme, where eyes equalled a share of the ad revenue.  We will be dismayed if this continues.  As the year has progressed, however, we have observed a growing range of films being promoted as creative works including through Reallusion’s Pitch and Produce programme –

The Remnants by Stan Petruk (S3 E53 Nov 2022)

We are also mindful that many mainstream festivals will only take content if it hasn’t previously been released to online channels
 and that’s fine too but festivals need then to take some greater responsibility for supporting particularly indie creatives to promote their work.

Tutorials vs Creativity

The trends we observed in contests and festivals gives us hope that the tide is beginning to turn away from the hundreds and thousands of tutorials we have seen released over the year, covering every minute aspect of any toolset ever developed.  There have been so many that Phil led a discussion on the process of taking online tutorials in this episode –

How I learned Unity without following Tutorials by Mark Brown (S3 E47 Oct 2022)

Of course, many tutorials are well produced and immeasurably useful, to a point.  They clearly get thousands of views and, one assumes, help hundreds of followers out of holes in their pipeline.  But what is the point unless it results in new creative works?  And where are those creative works being shown?  We just don’t know! 

Part of the problem is the way in which the dominant platforms share content using algorithms that favor numbers of views to serve the most popular work.  This mechanism is never going to inspire anyone to create new work – it results in tedious trawls through mountains of trash and consequentially very low engagement levels.  The only good thing about it is that the golden nuggets we find are treasured and our podcast is a trove for anyone interested in how machinima and virtual production techniques are evolving.  We implore the tech devs to do more to promote creative practice beyond the endless pursuit of the next best tutorial – and we also ask someone, anyone, to figure out a way that folks can find it easily.  We explored some potential distribution options in our Nov 2022 blog but this is something we will no doubt revisit in our review of 2023. 

AI

This year has witnessed the rise of the AI generator and its use in devising everything from text, image, spoken word, emotion, music, movement and interaction.  The speed of advancements being made is truly awe-inspiring.  We followed the developments over the course of the year and by October decided we needed to give emerging projects some space in the podcast too.  One notable example that stood out for us was The Crow by Glenn Marshall Neural Art (reviewed in our Oct 2022 Projects Update blog post).  We then posted a more detailed report, with observations about the implications for machinima and virtual production creators later in the month (Report: Creative AI Generators, Oct 2022) and a follow up in December which highlights three very different ways in which AI generators can be used to animate content.  All this has come about in less than 6 months!

Within games, we have witnessed the various roles of AI over many years, particularly in animating non-player characters and generating environments that have formed a good portion of content used in machinima and virtual productions.  The current raft of tools present a potentially whole new way of realizing creative works, without the learning curve of understanding the principles of storytelling, filmmaking, animation and acting needed for use in UE and others.  This could be liberating, leading to innovative creations, but at this juncture we are concerned that the mountain of work we’ve seen develop will simply be absorbed without due recognition to concept originators.  There are some attempts being made to address this, as we discuss in our Dec 2022 AI Generator Tech Update, but authentic creative works where game-based content has been used is clearly not yet on the agenda.  This is our one to watch in 2023. 

Over to you!

We’d love to hear your thoughts on our year in review, maybe you have other highlights you’d like to share.  If so, do please get in touch or post a comment below. 

In the meantime, our thanks to you our readers, listeners and watchers for being part of the Completely Machinima podcast this year. Happy Christmas – and is it too early for Happy New Year?!