Oscar-shortlisted filmmaker Chris Jones talks to Machinima for Dummies about Machinima, marketing, making the best film you can, and more.

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Ok, something rather cool today. As you probably know, I’ve recently been extremely impressed with filmmaker and author Chris Jones’ training seminar based on how he got to the Oscar shortlist with a short film. Many of its points are highly relevant to Machinima, and I was really interested to see what Chris would say to Machinima filmmakers directly.

Handily, he was as interested in talking to us!

So, today we present to you a 45-minute podcast between me and Chris, talking about making the best film you can, whether and how you should approach big-name actors, how to market your film and hook audiences in, and the future of professional and amateur filmmaking now that new technology is eating the old models alive.

There’s lots of really useful perspective here from a very accomplished filmmaker outside the Machinima world altogether - I hope you enjoy it!

It’s available here in downloadable MP3 - if you’ve got Quicktime installed, it should just play if you click the link.

Enjoy, and let us know what you think. If you want to know more about Chris and his filmmaking, you can find:

Terms of Service of popular video hosting sites compared

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There’s a very interesting article available comparing terms of service of the major video hosting sites . Interestingly, current darling of the video hosting world Vimeo doesn’t come out too well, whilst Blip.tv ends up leading the bunch for fair usage.

Machinimods - useful nascent site

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If you’re using a non-game platform like iClone or Moviestorm, you may well have started to feel that compared to the universe of mods available for UT, The Sims, or Half-Life 2, your content choices are a little limited.

Well, this isn’t going to solve your problems, but it might help. A new site called ”Machinimods” is aiming to collate The Movies, Moviestorm and iClone mods. Whilst it comes out of the Movies community, it’s already built up a modest collection of Moviestorm mods, and I’m hoping we’ll see a lot more in the near future.

Had your Machinima piece taken off YouTube? The Electronic Frontier Foundation want to help.

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Yes! The Electronic Frontier Foundation, the US advocacy and defence group for digital rights, is on the case of the recent YouTube takedowns.

If you’ve had your Machinima video taken off YouTube in part of the Big Sweep, they’d like to help you - they’re experts in this stuff, and are looking to get these decisions reversed. Do call them!

Second Life has Lipsynch! For real!

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OK, you know how we’ve been going on for ages about how SL doesn’t have any lipsynch, and that’s a major problem?

It does, apparently. According to Phil Rice, it’s been in there for ages - since July.

How? Well, it’s built into the viewer. Press CTRL+SHIFT+ALT+D, choose Character from the Advanced menu which appears, and choose “Enable Lipsynch”.

And it looks pretty good! Now all we need is facial animation…

(Side note - how the hell did I not hear about this? Was I being totally ignorant, or did they, erm, not publicise it much?)

The Guild on marketing time

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“In the end, Day and her co-producer, Kim Evie … spent eight hours a day emailing bloggers about the show and marketing it through the Buffy and WoW communities.”

From The Guardian’s article on The Guild.

Yeah, my experience tells me that’s the kind of effort you need to put into marketing to be really successful right now. I only spent a couple of days launching Kamikaze Cookery, for example - should have spent more!

Branding

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Just a quick note- a friend of mine posted a brief and interesting piece on how she’s branding her ebook fiction - basically, attempting to develop a consistent theme and style for her work so that readers who are looking for a certain type of fiction will automatically come to her.

It’s a good idea, particularly if you’re producing a large volume of fiction - carve yourself out a “position”, to use marketing terminology. And it’s an interesting reversal of the knee-jerk that a lot of people, including me, have - which is to feel that you have to have variety in your work and not pigeon-hole yourself.

What do you think? Do your films have a “brand”?

Music Generators

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A quick tip: If you’re creating a Machinima piece and you’re not a good enough musician to compose your own work, you should definitely check out music generation programs like Sony’s Acid or Apple’s Garageband.

In many ways, programs like this offer a very “Machinima” approach to music creation - using pre-recorded loops, you can build up a surprisingly sophisticated and varied selection of instrumental music, very quickly.

I’ve been using them on Kamikaze Cookery to great effect - this trailer’s music took about an hour, for example. It’s not the same quality as getting an original score written specifically for your piece, but it’ll build and hold a mood, and that’s often what you need.

I don’t know too much about the differences between the packages. I must admit, I’ve found Garageband a bit wanting for more classical music, but it’s great for rock stuff.

Anyone used these packages on their Machinima? If so, what did you think?

Colorista - fantastic colour-correction package

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When we finished off the feature-length cut of BloodSpell, one of the single biggest and most impressive changes we made was going over the entire project with colour-correction tools. The results were astounding - the colours were brighter, deeper, more vibrant, and the entire project benefitted as a result. Since then, I’ve been recommending that anyone who makes digital video has to get into colour-correction.

I’ve just been using Colorista, a colour-correction package that a pro editor friend of mine pointed me at, and it’s sufficiently impressive that I had to mention it here.

I’ve always found sophisticated colour-correction a bit of a pain - Final Cut Pro’s colour correction tends to produce rather erratic results compared to what you’d expect, and it’s hard to tweak the 3-way colour corrector to do what you want rather than introducing strange colour casts to the image.

Colorista, however, works exactly as you’d expect it to - when you adjust the high tones, it pulls all the bright parts of the image up, naturally adjusting the image so that it looks like that’s how it was originally shot. When you change the dark tones, it doesn’t affect the rest of the image either. And so on.

It’s only available for higher-end video editors (After Effects, Final Cut, Premiere and Avid), and it costs $199, but the results are astounding. Check out their tutorial videos, and you’ll see what I mean.

Definitely one to consider if you’re hard-core about your editing.

Does Doctor Horrible offer a way for Machinima creators to make money?

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It may not have escaped the notice of our eagle-eyed readers that there’s been a small new entry into the world of web-based video, namely Mr Joss Whedon’s Dr Horrible’s Sing-Along Blog.

What’s interesting about it?

  • It’s a big-name, cult-following director releasing something purely on the Internet - one of the first, actually, after David Lynch (whose projects have been, shall we say, not mainstream).
  • It was produced on a “low” budget, but low, in this case, is estimated at about $250k (Whedon’s said “Low six figures”).
  • The numbers (there’s a great post on this subject) say that Mr Whedon is likely to at least break even on his investment, if not make a couple of million dollars.
  • It wasn’t released for unlimited availability - it went up for free viewing, then it came down again five days later, and was only available to buy on ITunes after that, with a DVD release coming later.

So, what does it mean for Machinima artists?

First of all, it’s very hard to say what’s going on with Dr Horrible seperate from Joss Whedon’s fame. All the actors and crew essentially agreed to work on the project because it was Joss Whedon’s work. And the publicity for the project has, essentially, been “Look! New Joss Whedon thing!”

The biz model is obviously based around that principle. “What? New Joss?” Fans rush off to check it out, love it, and then buy it - because a pretty good proportion of people who dropped whatever they were doing to go watch it were obviously going to buy it on ITunes or DVD anyway. Meanwhile, everyone who comes late to the party has to buy it from ITunes - where it’s cheap enough to be an impulse purchase. Generates buzz for no cost, maximises potential revenue. And, because it’s well known that a deadline will force people to act (it’s a standard sales tactic), it may well have increased total viewership and blog activity on the subject.

The cost’s a bit startling, frankly, for a Machinima/ultra-indie guy like myself. Bits of Doctor Horrible (noticably anything approximating an action scene) still look darn cheap. There are a lot of sets and characters (meaning actors), though, which will have eaten through the cash fairly fast. It’s an interesting demonstration of the power of Machinima.

Using motion capture and creating all sets and characters from scratch, with the same actors being paid the same rate, the cost would have been considerably lower (my rough back-of-the-envelope calculation says about half to a third of the cost, maybe less, assuming cel-shading, everything created from scratch, union rates, outsourced 3D modelling, and cheapish mocap).

However, if someone like me had taken exactly the same script and made it with no-name actors, a lot of corner-cutting, and basically the same approach I used on BloodSpell, the cost would have been orders of magnitude lower. That’s an interesting calculation, particularly given that using Moviestorm or Second Life, we’d have been able to sell the work in just the same way as Joss Whedon.

So, could a Machinima producer use the same model? Should we all start expiring our videos after five days then selling them on ITunes? Maybe.

The big problem for a Machinima producer is the matter of pull. We are, let’s face it, not Joss Whedon-level famous, and that springs a bunch of leaks in the biz model. Or are we?

The article I link to estimates that Joss Whedon has between a couple of hundred thousand and a million fairly hard-core fans. That’s an interesting number - it’s lower than I would have estimated it. However, the rest of the article seems to be reliable.

Having a look at Alexa.com, Whedonesque, which is the nearest thing to an “official” Joss Whedon site, has .003% of all Alexa users visiting it. RedvsBlue.com, by contrast, has 0.002% of all Alexa users - pretty darn close. Strangecompany.org has 0.00005%. So, that’s two orders of magnitude down - which is interesting when comparing the budgets I’m talking about above, which could also be pushed to at least one order of magnitude down.

What’s even more interesting are the viewing figures. Apparently, Act 1 of Dr Horrible was streamed 1.2 million times over the five days it was available. Now, that’s a lot, but compare it to Oxhorn’s viewing figures, say (which I don’t have right here, but I seem to recall were in the order of 100,000 in first week of release for “Inventing Swearwords 3”), or the figures for When We Two Parted (60,000 views in a week). 1.2 million streams is not out of the question for a Machinima release by any means.

Of course, there’s also a stickiness factor - the conversion from viewers to buyers. But the numbers suggest that a popular Machinima producer like Oxhorn or Phil Rice might be in the right ballpark to employ the same tactics Joss Whedon is using.

Would that work? We don’t know. We’ll have to wait for Joss Whedon to say how well it went. But there’s some powerful psychology at work here that fits with conventional sales tactics. And the numbers for budgets seem to suggest that a less-popular Machinima creator would be able to offset lower sales with lower budget.

Against that, few Machinima creators have the rabid level of devotion from their fans that Joss Whedon does. Obviously, any commercial project would have to use a non-game engine or have a license. Given there are well-known issues with viewing numbers outwith games, and most Machinima creators with a following tend to have that following within a single game engine, it’d probably be wise for a known Machinima artist to negotiate a license with that games company (which is doable, if tricky). Selling video online is a pain if you don’t have the clout to persuade ITunes to work with you (anyone know any companies that will work with smaller producers?) And if you don’t have a following already, this approach isn’t going to work for you.

Interestingly, these tactics are very similar to Red vs Blue’s approach to distribution - at any one time, it’s impossible to download all the episodes of Red vs Blue from their site. Only a few are ever available at one time.

Is this a new model? It’s hard to say, yet. But, if you’re a popular Machinima artist who’d like to make some money, it might be worth trying the “Dr Horrible” approach on a short series.

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