Tutorials Coming (for real this time)

Posted on December 12, 2011 by Lagspike

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A long time ago I mentioned I was working on tutorials. I never gave up on them, I just wasn't happy with how they were coming out.

You see I'm not an expert in making movies by any means. Often times I'll know what I want to do, but not how to accomplish it. I've spend a lot of time learning and taking notes, then trying to turn those notes into tutorials both for my own sake, and for the benefit of anyone else who wants to learn from my experience. Most tutorials are aimed at animators or 3D artists, but my only interest is to make movies, so I like to take shortcuts wherever possible to cut down on the production time. I wouldn't consider them finished, as I'm always changing and rewriting things as I learn new techniques, but hopefully they will still be of use to someone.

I'll be releasing what I have very soon, and hopefully other people will join me in the pursuit of furthering this medium.

In other news, I attended Blizzcon this year where I got to see a lot of old friends, and meet some new ones. I had a really great time and will definitely be going next year!

Now on Twitter

Posted on August 16, 2011 by Lagspike

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People are always asking me if I have a twitter account (this is a lie, no one has ever asked that). Well now I do!

http://twitter.com/LagspikeFilms

All the dialog you could ever want

Posted on June 25, 2011 by Lagspike

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Every so often I get an email from someone wanting to translate one of my movies. The problem is they need the dialog before they can start. Rather than making them wait for an email response, I've uploaded the dialog from all my movies here.

Any future scripts will be added to this directory as well. Anyone is welcome to translate my movies. All I ask is that the credit remains intact.

Meet the Hunter

Posted on June 21, 2011 by Lagspike

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Back in 2009 I wrote a script for a WoW short. My primary voice actor Dan recorded the lines, but the project was put on hiatus. Every so often wondered if I would ever get around to finishing it.

A few weeks ago I decided it was worth finishing. Here is the result.


Change we can believe in

Posted on April 30, 2011 by Lagspike

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After a long hiatus, I have revamped the site with a much needed update.

I've decided to ditch Wordpress, since it caused more problems than it solved, and invited lots of spam bots. There's no longer a way to comment, although maybe that's a good thing considering all the spam I used to get. If you do need to contact me you can always send me an email.

The plan currently is to ramp up production this summer, with a more regular release schedule. I would like to update this site regularly as well, both to keep anyone reading up to date, and to motivate myself to keep a schedule. We will see how that goes.

An Inconvenient Expansion

Posted on November 19, 2010 by Lagspike

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My most recent WoW machinima is finished and can be viewed here.




This was a big technical challenge and I’m glad it’s finally finished. Unlike some of the short films I’ve made in the past, this uses no compositing. It’s a full 3D render. Dan did a great job on the voice acting as always.

Tutorials Coming

Posted on February 14, 2010 by Lagspike

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I get messages on Youtube fairly often asking me how I make machinima. Unfortunately, there’s no clear and easy tutorials I can link them to. Google brings up a variety of outdated guides, dead links, and unanswered questions.

There’s a number of tutorials on Youtube for machinima production, and while the author has good intentions to share their knowledge, most are pretty poorly made. It’s often someone mumbling to themselves, making mistakes, and using terms or shortcuts a newbie wouldn’t understand.

My goal is to make a series of tutorials to get people working ASAP. Short and to the point. From basic video editing, to more advanced tutorials covering the Unreal and Source engines. I’ve learned a lot through the help of others, and now it’s my turn to pass it on.

Stay tuned.

Looking for help with rigging/morph targets

Posted on January 7, 2010 by Lagspike

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This is kind of a long shot but I thought I’d put it out there.

I’m looking for someone with experience rigging characters as well as facial morph targets. I need a mesh rigged to an existing skeleton (needs to be done in 3DS Max). In addition I need a few morph targets for facial animation. For someone experienced this shouldn’t be too difficult a task, nor will it take very long. It’s something I can do myself, I’m just pretty slow and not very good at it.

Right now it’s soaking up a lot of my time and producing poor results, so if there just happens to be someone reading this that knows what’s up please get in touch with me.

The problem with the game industry

Posted on November 15, 2009 by Lagspike

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Game development these days is too bloated and time consuming. Creative positions have taken a back seat to technical challenges.

In most cases when a studio decides to start a game, they start from scratch. They hire an army of programmers, modelers, animators, management, QA, lawyers, and marketing people. Nameless workers in cubicles then devote the next few years of their life trying to make it all work. It would be absurd for a filmmaker to build a camera every time he wanted to make a film, yet this is the norm for the game industry.

As a result, games are taking longer to develop than ever before. Half-Life 2 famously missed it’s stated release date by 14 months, Team Fortress 2 took 9 years, Starcraft 2 still has no release date after being in development for at least 5 years, and many upcoming games are following this trend.

Half-Life had a huge mod scene in it’s early years. Counter-Strike was created with a team of two people and went on to become the most popular online game for many years. Unfortunately, the ability to make a game with such a small team has diminished. Even with the much larger online player base of Half-Life 2, very few mods are being made. It’s all become too much work and too complicated.

While I enjoy using different games to create machinima, I must learn new tools for each game that comes out, often with little or no documentation. Game developers give little priority to releasing or fixing tools that can aid with machinima or modding.

The Spore creature creator is a great example of game design done right. Although the game itself received mediocre reviews, the creature creator is what it will be remembered for the most. People with no experience were creating amazing creatures that looked about 90% as good as something professionally made.

This is the key for independent games to make a comeback in a huge way. People with an idea could pursue it rather than have technical hurdles slow them down. The days of making games with C++ and Maya should be history. The future is procedural and player generated content.

Give players the tools to enhance your game and they will bring it to a new audience.

Thoughts on Festivals

Posted on October 24, 2009 by Lagspike

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There’s been a lot of talk lately about machinima festivals, so I thought I’d share my opinion.

There’s not a whole lot of recognition out there for machinima, and it’s great that some venues are brave enough to include it. However, any sort of festival should be judged and not based on online votes. This is an opinion I’ve held for many years.

I remember the first contest I entered some years ago (under a different name). A friend and I sat down and wrote a script we were fairly proud of. We weighed the pros and cons of including certain elements, found some people to help with the voice acting, and filmed it. It was a little crude compared to today’s standards, but we were pleased with the way it came out. Everyone liked it and we got a lot of positive comments. Despite our success we lost to a “big name” machinima guy. His film contained no plot, no voice acting, no…anything (this wasn’t just my opinion, all the video comments pointed this out as well). It was obvious we never had a chance as a bunch of nobodies competing against a guy with thousands of fans to tip the online vote in his favor.

Years later and online voting still seems to be the preferred system for festivals. Why? They’re either lazy, out of touch with how the internet works, or hoping to get some free advertising knowing the entrants will spam their link everywhere. It’s a bad system.

It turns people nasty and against one another.

There still are some festivals that understand how to run things, which will hopefully influence others to adopt their system. I really admire what the guys are doing, taking the time to review and judge a HUGE amount of films. Although Second Life is a little too out there for me, I’ll be sure to check out the winners.

As a plea to any festival organizers; please do not use online voting. You will send the wrong message and alienate many people. Recognize those whether they be a veteran or a newbie. Don’t turn it into a popularity contest.

Top FPS

Posted on October 3, 2009 by Lagspike

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My newest video “Top FPS” is now up on youtube. Watch it here.




I had a lot of fun making this and learned a lot along the way. The one downside is I had to butcher it a bit to meet Youtube’s time limit. The original script, even after it was edited down, was running close to 14 minutes (Youtube’s limit is 10:59). Sure I could have posted it in two parts or uploaded it to a different site, but I decided conforming to Youtube’s rules would be better in the long run.

A Friday Update

Posted on September 4, 2009 by Lagspike

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I knew this blog would be neglected at some point (see first entry). Some people might be thinking to themselves “with no update for so long he must be doing nothing”. In reality I have been doing EVERYTHING. I could write a book on all I’ve learned in the past year or so. I’ve been experimenting with all sorts of new techniques and have had a lot of fun doing so.

I will try to provide an update every Friday to this blog from now on. Keyword being “try”.

In recent news World of Workcraft has been nominated in the 2009 Bitfilm festival.

There’s a lot of great entries so be sure to check them out and vote for those you like.

I will be releasing a new video fairly soon, hopefully within a week. I know many people release screenshots and trailers of upcoming productions, but I prefer to keep things under wrap until completed. That’s just the way I roll.

A new year

Posted on January 4, 2009 by Lagspike

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2009 is here already! Looking back 2008 was a great year. I had a lot of fun making machinima, won a few awards, recieved a lot of press, and got to travel around meeting lots of awesome people.

I need to start updating this blog more often and finalize a new design for the site, so expect those changes soon.

There’s a lot of other great games out there I want to work with and I’m busy planning future projects. With Youtube’s new HD format I’ll be sure to release everything in 720p.

Lastly, if you haven’t seen it yet, be sure to check out a short video I made a few months back called Hax.


Back from New York

Posted on November 7, 2008 by Lagspike

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I had a great time at the 2008 Machinima FIlmfest where I met lots of awesome machinima people. My film “World of Workcraft” took home two awards, best writing and best short film. Thanks to my friends Oxhorn and Andre for the great voice acting they provided.

Machinima Filmfest 2008

Posted on October 6, 2008 by Lagspike

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World of Workcraft has been nominated for Best Short Format and Best Writing at the 2008 Machinima Filmfest.



The Winners for the individual categories will be announced on November 1st at the official Awards Ceremony at Eyebeam Center for Art and Technology in New York.

There’s a bunch of great films this year so be sure to check out the complete list of nominees.

I plan on attending this event in New York and look forward to meeting all the other machinima makers.

A new site

Posted on September 5, 2008 by Lagspike

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Well actually an old site. I’ve had this domain for a long time, so it’s really just a new design.

I am back from San Francisco where I had a great time. I finished 2 short machinima projects in August which can be found on Wegame.

Temp Fortress 2 was a big success making the front page of a lot of big sites and blogs.

This month I will most likely be working on a short WoW project.

Temp Fortress 2

Posted on August 7, 2008 by Lagspike

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My new movie “Temp Fortress 2″ has been released. Made in Team Fortress 2 and Garry’s Mod. This is my first TF2 film so it took a bit of work.


World of Workcraft reception

Posted on June 30, 2008 by Lagspike

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The reception to World of Workcraft has been great. With 170k views in the first week, the top spot on Digg in all catagories, a mention on Kotaku and many other gaming blogs. It is already the #2 all time viewed video on Wegame.



I am currently hard at work on my next project, which will be done in Team Fortress 2 if all goes as planned. There are currently many challenges in producing a high quality TF2 movie, which explains why no one has done it before.

Busy Busy

Posted on June 21, 2008 by Lagspike

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I’ve been very busy the last few weeks.

My latest movie “World of Workcraft” has been released on Wegame.




I was also a first place winner of the Blizzard Level 70 Elite Tauren Chieftain machinima contest.

Moving next week

Posted on May 25, 2008 by Lagspike

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Next week I will be relocating to San Francisco on a temporary assignment.

This means I will have much more time to dedicate to machinima projects. Expect two new releases in June!

So many ideas

Posted on May 8, 2008 by Lagspike

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Thrall’s Crib was very well received, with some 300k views in the first week.

I find it surprising how many people can’t come up with a single original idea when making machinima. I have a huge list of jokes I decided to cut from Thrall’s Crib since I wanted to keep the runtime at 5 minutes. It’s unlikely I’ll do another cribs (I ain’t no one trick pony), but I have been thinking of using the characters again.

Currently I am working on a few contests, so that’s taking up my time at the moment. I have a million more ideas for machinimas, so fear not there is much more on the way.

P.S. Second Life people are all really creepy.

Thrall's Crib

Posted on April 28, 2008 by Lagspike

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My newest video is now finished.


Gaben hates me

Posted on April 15, 2008 by Lagspike

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I have been wanting to make a TF2 short ever since it was announced. However, the TF2 face poser repeatedly crashes on startup. I have tried every possible solution known to man and it still refuses to work.

Fix the SDK Gaben kthx.

What's in the pipeline

Posted on April 9, 2008 by Lagspike

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I have been hard at work on my next short film which will be another comedy. This will be shorter than Crossing Over, but will have many more effects. Of course I always put story first, so you need not worry about watching another mindless eye candy (like much of machinima today).

After the completion of this project I would like to begin work on a drama. The plot has already been defined, and I am currently writing the script.

The hardest part of making machinima is finding good voice actors. Hopefully with some more published work they will be easier to recruit.

A Time to Blog

Posted on April 9, 2008 by Lagspike

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I had always been against blogs for some reason, but I figure it’s time to start writing about things no one will read. This blog will be for my machinima antics.

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