Exhaustive primer on making machinima movies

Hugh "Nomad" Hancock, creator of the feature-length machinima film Bloodspell has just posted the first half of a long blow-by-blow primer on making machinima movies. Machinima movies are films that are animated by walking video-game characters through the action, then adding voice-over, effectively using game-engines as cheap-and-cheerful animation programs.

We started creating art assets about January 2004, and we began filming our animatic from those assets in December 2005. We weren't working full-time at that point; however, out of those 12 months, we probably put in the equivalent of six months full-time BloodSpell development.

We created sets using the Aurora editor, which is by far the fastest and easiest way that I've ever been able to put together sets for a film (and I've been making Machinima for nearly a decade, starting in 1997). I can't overstate the practical impact of a tile-based system, which meant that our set editors didn't have to be trained 3D modellers to produce spectacular-looking sets quickly and easily. Instead, the process most resembled a cross between conventional set creation and interior decorating. At one point, working on Arianne's Apartment, we were horrified to hear ourselves saying things like, "Yes, but I'm just not feeling the utility of the space. It's too cold." The male members of the crew had to have a quick conversation about deathmatch and graphics cards to reassure themselves of their masculinity.

Link

(Thanks, Hugh!)