machinima podcast

S6 E212 How Second Life Brought “May It Be” (Lord of the Rings) to Life with Cinematic Machinima (Feb 2026)

Tracy Harwood Podcast Episodes February 4, 2026 Leave a reply

What happens when Tolkien’s world, Enya’s music, and cutting-edge virtual performance collide?

In this episode, we explore a breathtaking Second Life film that reimagines “May It Be” as a haunting, hopeful journey through shadow and light. From gothic landscapes and cinematic lighting to an unexpectedly intimate motion-capture reveal, this episode showcases how virtual worlds can deliver not just spectacle, but genuine emotional resonance.

If you love:

  • Lord of the Rings and its timeless theme of hope against darkness
  • Machinima and virtual cinematography at its most poetic
  • Innovative uses of facial mocap and performance in online worlds
  • Discovering undiscovered creative voices with serious talent

…then you won’t want to miss this.

We dive into a strikingly beautiful piece of Second Life machinima: Anna Kurka’s cinematic cover of Enya’s “May It Be” from The Lord of the Rings: The Fellowship of the Ring. Tracy brings the pick, introducing Anna as a Belgium-based virtual performer who blends singing, storytelling, and atmospheric world-building into emotionally rich visual journeys.

Set in the hauntingly gothic Second Life region “Infinite Darkness,” the film pairs slow, ethereal fly-throughs of ancient forests, ruins, mist, and light with a tender, intimate vocal performance. The hosts explore how the imagery echoes Tolkien’s core themes of darkness and hope, fear and resilience, the liminal space between night and dawn, and how Anna’s more human, grounded interpretation contrasts with Enya’s otherworldly original.

The discussion also turns technical, with a spoiler-friendly deep dive into the surprise ending: a remarkably convincing facial motion-capture performance inside Second Life, raising fascinating questions about virtual production, real-time mocap, and how far user-generated platforms have evolved.

Along the way, the panel reflects on Tolkien’s enduring emotional power, the courage it takes to reinterpret iconic music, and the often-hidden talent within virtual worlds that deserves a much wider audience.

Audio Only Version of this Episode



YouTube Version of this Episode

Show Notes & Links

May It Be – Lord of the Rings | Enya Cover by Anna Kurka (Second Life Machinima) released 5 October 2025

Enya – May It Be (Official Lyric Video) released on YouTube on 31 July 2020

Tracy had a chance to ask Anna about her work in Second Life, and she graciously wrote me a few answers.  I’ll copy the interview on our show notes for those interested in hearing more about Anna and her approach –

TH: How did you get into machinima? How long have you been singing in SL? Why songs and why machinima in SL?

AK: Actually, I got into singing first.  I was just an amateur singing in the shower and such.  I started singing around the summer of 2024 & I was talking to someone in SL which does actual live shows on SL (possible through the use of shoutcast, in the world of Second Life) and I told him I like to sing but I’m too scared to do anything with it in “real life”.  So he told me to maybe sing as my virtual avatar “Anna Kurka” instead.  So I did.  

I sang karaoke cover styles and posted it on youtube with just static images or a little bit of moving images.  He helped me to sing better along the way.  My real life partner actually told me “why don’t you do video clips?”…. So that is how I got into machinima!

One of my videos tells me the background on how I got started like that

“Anna’s World” tells how I started singing and how I created “Let You Down”.

TH: Why do covers?  Have you done originals? 

AK: I started out with covers because it is easy, just take a karaoke track and go to town!  After a while I did try my hand at an original as well, it is on a seperate channel though.  I’m not really that good at using a DAW/Sequencer and making my own music, but I sure tried!   What I also do is take an existing song and just take the lyrics & rewrite the music – to make it my own. (Like on “Let You Down”) – On “Little Flower”, I actually took a fully instrumental track and added my own lyrics.

Original track:  Echoes of Time:  

TH: Do you do this in real life, etc (or do you sing in virtual concerts)?

AK: So far no, I like being hidden behind my avatar & nobody really knows who I really am.  It is safe & fun.  As for virtual concerts, that would mean singing live over prerecorded tracks.  I’ve been asked to, as there are many singers in Second Life doing the same thing, but for now I’m too scared to “F up” :o)  It will happen one day.

S6 E211 Fantasy: Quest of the Key (Jan 2026)

Tracy Harwood Podcast Episodes January 29, 2026 Leave a reply

This week, we review a supporter-recommended iClone fantasy machinima that surprised us with its polish: “Quest of a Key – Chapter One” by AuroraTrek. We’re always saying we want more story-driven iClone machinima (and fewer tech-demo vibes)… and this one delivers on craft: strong shot selection, confident editing, excellent music cues, and character animation that’s smoother than you’d expect.

But then the conversation gets interesting.

We dig into sound mastering and spatial audio, the difference between “dry” dialogue and believable room tone, how stylized realism can drift into “clay-face” territory, and what happens when a series leans hard into character introductions without giving the audience enough plot hooks to chase. Tracy goes deep on the structure across multiple chapters, and we talk about why view counts can drop when episodes feel like long-form animation sliced into shorts.

We also get into pipeline talk: Daz characters into iClone, motion capture vs animation libraries, and the very real challenge of stepping from an established fan universe (Star Trek / Star Wars) into an original world where you don’t get story shorthand for free.

If you make machinima, virtual production, iClone films, or Unreal/CG shorts, this ep is packed with practical takeaways: pace, hooks, sound space, visual texture, and how to reveal character through action inside the plot.

Audio Only Version of this Episode



YouTube Version of this Episode

Show Notes & Links

Quest of the Key: a Fantasy Adventure Series – Chapter 1 – “Help Wanted” by Auroratrek, released 3 Feb 2023

S6 E210 WoW: Among Fables and Men (Jan 2026)

Tracy Harwood Podcast Episodes January 22, 2026 Leave a reply

We begin with a heartfelt tribute to the late Frank Fox — filmmaker, musician, and beloved member of the machinima community. From his classic MovieStorm film Morning Run Amok to his live music performances as “Frank Leonatra,” we reflect on his creativity, generosity, and the lasting impact he had on virtual filmmaking and the people who loved him.

Then we dive deep into one of the most visually unique and emotionally powerful machinima ever made:

🎥 “Among Fables and Men” (2007) by Tobias “Dopefish” Lundmark.

Created in World of Warcraft using an experimental motion-comic style, this five-minute film is a masterclass in:

  • Visual storytelling without dialogue
  • Music-driven narrative
  • Surreal atmosphere and symbolic design
  • Why bold artistic style can outlive “realistic” graphics

We explore its production history, its Japanese folklore and graphic-novel influences, its innovative camera and compositing techniques, and why it still feels fresh nearly 20 years later.

If you love:
✨ Machinima history

🎮 Game-based filmmaking

🎼 Cinematic sound design
🎨 Experimental visual style
📽️ Virtual production as true art

…this episode is for you.

In the history of machinima, Among Fables and Men stands out as a quiet but profound turning point, not because it pushed technical realism, but because it expanded the very idea of what machinima could be. At a time when most creators were striving to replicate the look and grammar of live-action cinema – dialogue, shot-reverse-shot editing, lip-sync, and narrative realism – Tobias “Dopefish” Lundmark chose a radically different path. He treated the game engine not as a virtual film set, but as raw visual material, closer to animation cels, comic panels, and theatrical tableaux than to conventional cinematography.

The film’s motion-comic style, its use of cut-out figures moving through layered 3D space, its panel-like framing, and its subtle depth illusions created a hybrid language that sat somewhere between graphic novels, animation, and experimental cinema. By refusing to anchor the story in spoken dialogue or narration, Lundmark allowed music, rhythm, and sound design to become the primary storytelling forces. Meaning emerges through atmosphere and emotional progression rather than through explicit plot mechanics, placing the work in the tradition of visual music and art film rather than scripted drama.

This stylization also gave the film a timeless quality. While many machinima from the mid-2000s now appear dated as game engines evolved, Among Fables and Men still feels fresh because it is not trying to simulate reality. Its abstraction frees it from technological obsolescence and instead roots it in artistic intention. The world of Warcraft becomes a symbolic landscape rather than a literal one, a dreamspace shaped by folklore, surrealism, and the logic of music rather than by gameplay.

Lundmark’s innovation lies in this shift of perspective. He did not ask how to make a game look more like a movie; he asked what kinds of cinema could only exist inside a game engine. By combining modded camera tools, compositing, and graphic design principles, he constructed a personal visual grammar that was neither traditional animation nor traditional machinima. The intense, constraint-driven production process, created in a matter of days, without final voice performances, pushed the film toward suggestion, mood, and symbolic imagery, turning limitation into aesthetic identity.

In doing so, Tobias Lundmark helped demonstrate that machinima could be more than recorded performance or digital theater. It could be poetic, abstract, musically structured, and formally experimental. Among Fables and Men showed that virtual worlds could host not only stories, but also atmosphere, metaphor, and visual philosophy, opening the door for machinima to be understood not just as a technique, but as a legitimate and distinctive cinematic art form.

Audio only version of this episode



YouTube version of this episode

Show Notes & Links

Among Fables and Men by Tobias ‘Dopefish’ Lundmark, released originally in 2007 and was then uploaded to his YT channel 15 years ago, on 8 October 2010

Link to the Archive version of the film is here.

Newgrounds flash graphic novel series ‘Thamesis’ link here.

Knytt Stories, free platformer game released in 2007, link here.

and a run through of the game, which includes some of the fantastic music –

The Snow Witch, made with The Sims, and released just the year before Among Fables and Men won Best Film at the European Machinima Film Festival in 2007 and was reviewed on one of our first podcast episodes, link here.

Malu05 or Mads Lund, was the developer of the WoW machinima tool, link to his channel here.

Peter Greenaway’s controversial comments –

And finally, what’s the difference between Noh and Kabuki Theatre? Check this out!

S6 E209 Source Demoman turned into Ram (Jan 2026)

Tracy Harwood Podcast Episodes January 14, 2026 Leave a reply

This week on And Now for Something Completely Machinima, snacks are flowing, pretzels are implied, and Tracy throws us a curveball of a film pick. 🍪🎬

We dive into “Demoram” by Livviathen, a lightning-fast, 90-second burst of animated chaos made in Team Fortress 2 and Garry’s Mod—and somehow packed with more storytelling, personality, and punch than films ten times its length.

At first glance, it looks like old-school machinima. But look again, and you’ll spot razor-sharp animation choices, perfectly timed sound design, and a wild, Warner Bros.–style cartoon energy that feels both nostalgic and fresh. A furious Scottish cyclops ram, a doomed Scout, explosive slapstick violence, and blink-and-you-miss-it details all collide in a miniature masterpiece.

We talk about:

  • Why less than half the action is actually shown—and why that makes it brilliant
  • How sound design carries the story as much as the visuals
  • The genius of using gaps, cuts, and implication instead of over-animating
  • Why Livviathen’s claim of “not being an animator” absolutely does not convince us
  • And how this short channels Bugs Bunny, Road Runner, and Ren & Stimpy… inside Source Filmmaker

Plus, we explore Livviathen’s behind-the-scenes channel, her creature work (including the unsettlingly awesome Spantis), and why her workflow proves that instinct and timing matter just as much as polish.

Short, silly, ferocious, and shockingly smart—Demoram is proof that machinima can still surprise us.

👉 Watch along, then tell us: what do YOU call someone who animates like this if not an animator?

Audio only version here –



and YouTube version of this episode here –

Here’s the film –

The Demoram by Livviathen, released 20 July 2025

and the making of –

For more about Liv and her creation, Spantis, check this out.

S6 E208 Bad endings = new beginnings? (Jan 2026)

Tracy Harwood Podcast Episodes January 8, 2026 Leave a reply

🎮 What if the “bad ending” of Half-Life… wasn’t the end at all?

In this episode of Completely Machinima, Phil, Tracy, and Damien dive into one of gaming’s most legendary “what ifs.” We explore a fan-made Half-Life mod that does the unthinkable: it turns the game’s infamous impossible ending—the one where you’re meant to die horribly—into a brutal but beatable continuation of the story.

Instead of accepting your fate at the hands of the mysterious G-Man, this mod asks: what if you survived? The result is a fascinating piece of fan fiction-meets-game design, complete with eerie “backrooms” vibes, authentic Half-Life visuals, and a surprising amount of new gameplay—made nearly 20 years after the original game launched.

Along the way, we talk about:

  • Why Half-Life’s world still inspires creators decades later
  • The passion (not profit!) behind modding communities
  • How mods act as hidden résumés for future game developers
  • Steam, new hardware rumors, and the eternal hope for Half-Life 3
  • Plus a bonus machinima pick featuring Ryan Gosling awkwardly—but brilliantly—dropped into Half-Life 2 😄

Whether you’re a hardcore Half-Life fan, a modding nerd, or just love stories about creative communities keeping worlds alive long past their expiration date, this episode is all about the joy of saying: “What if we didn’t stop there?”

👉 Let us know what you think on our socials—tell us which game ending you wish someone would rewrite.

Here’s the audio version of this episode –



and here’s the YouTube version –

Here’s the link to the film –

Surviving the Bad Ending in Half Life (Remastered) by Sanity Lost, released 8 Oct 2025

And the second film is a Half Life machinima that includes Ryan Gosling

Ryan Gosling in Half Life 2 by eli_handle_b.wav released 21 Oct 2025