Thursday, March 14, 2013

A look at Fantamation studios

Digital effects are here to stay but in the ever changing world of technology in entertainment there are still some artists who hold on dearly to the old ways. Such is the case with visual effects artist Jim Davidson, who founded Fantamation studios, a company he runs with himself as soul proprietor. Fantamation recreates the stop motion puppets of yesteryear in fanatical detail. His recent projects include an exacting replica of the original King Kong Puppet from the 1933 classic as well as the stop motion miniature of Luke Skywalker and his TaunTaun riding steed from Empire Strikes Back. Davidson builds these pieces from the ground up doing painstaking research into the materials used to make the originals. The final pieces are working stop motion puppets with metal moving armatures. His clients include directors Peter Jackson and Guillermo del Toro.

a link to his website can be found below











http://fantamationstudio.com/Fantamation_Studios/Homepage.html 

The Unseen VFX of Scary Movie 3





In the age of digital filmmaking so much gets left discarded. The great expense of film processing and printing unnecessary rolls of celluloid are long gone. So its hard to understand why in 2003, the producers and director of a popular film franchise would be so casual about what they shot, what they planned to shoot and what they would ultimately discard. Such was the case with Scary Movie 3, the third film in the Scream- spoof  megafranchise. A good deal of what was planned and what was thought up on the fly was very coldly discarded to the trim bin (or where ever digital edits go). SM3 was shot on film, the digital camera craze hadn't taken over yet but in spite of that many complex sequences were planned, or filmed but never used. The ultimate directive on the film was if it wasn't funny, it goes. It's understandable. After all, it's a comedy. You have to make people laugh. But so much of the SM series' basic structure relies on spoofing current trends and pop culture memes which change as the wind blows, not very conducive to the rigid schedules of most Hollywood productions. Several popular films including the highly anticipated sequel to The Matrix, Matrix Reloaded, had just reached the mega-plexes and the producers wanted to cash in on that newly minted comedy gold. They stopped production mid through the principal photography and drove the entire crew to a theatre in Vancouver to see the film so they could recreate many of the sequences in a comedic context. Most of the crew (and the whole world for that matter) couldn't make heads or tails of it. An extensive riff on the Agent Smith army vs Neo character was shot but also discarded. The Hulk (with Eric Bana) had also opened and they wanted to cash in on that potential goldmine of humor, going as far to paint up comedy actor Kevin Hart in green to test it's comedic potential. A large Hulk-suit was built and tested. That idea fell flat as well. The most extreme cut of all came when Academy Award winning make-up effects house ADI spent months designing and developing sophisticated alien suits (to spoof the creatures in the hit film Signs) but ultimately they did not make the final cut (footage of them appeared on the DVD, however). Not much remained of the extensive Matrix sequel spoof sequences except George Carlin's amusing cameo as the Architect. And nearly nothing remain from the planned Hulk gags which were deemed too complex to shoot on the film's modest budget. In what may be little consolation to the crew of technicians who labored for months on the film's excised segments, It was a huge box office hit and one of the most successful in the series. It remains a lesson, a cautionary tale for those who dream of making films. Dont get attached too much to the things you create. Especially when someone else is writing the check.

you can see some additional photos here

http://www.facebook.com/media/set/?set=a.420892478000906.1073741880.394337563989731&type=1


Wednesday, March 13, 2013

Great article on Canadian film tax subsudies


Check out this new article and video over at VFX soldier regarding pairing down film subsidies. Saskatchewan Premier Brad Wall proposes ending the program.
Will this put US companies on level playing ground with their much more economically competitive Canadian counterparts? That remains to be seen

check out the article here

http://vfxsoldier.wordpress.com/2013/03/12/canadian-premier-explains-why-film-subsidies-are-a-losing-strategy/

Tuesday, March 12, 2013

Robot Chicken vfx archive

I recently posted some new pictures from my CoolVFX facebook page tribute to Robot Chicken. Robot Chicken is one of the few shows that utilizes traditional puppet animation and digital technology such as composites and photography.

Enjoy these amazing behind the scenes pictures. Ill have some interviews with several of the key artists and writers on the show in the next few weeks.http://www.facebook.com/media/set/?set=a.411734532250034.95410.394337563989731&type=1

Technology in Video Game Entertainment (part 2)


 Applications of form outside light entertainment


As computers began to evolve into more complex systems for entertainment, software engineers and developers began to see the applications of computers and consoles beyond mere entertainment applications. Graphically these tools seem well suited for simulation and training.

Perhaps the most well known is Microsoft Flight Simulator which depicted a realistic approximation of the plane flying experience right down to the detail of instrumentation and weather conditions. This program represented a shift in the more conventional thinking of computer gaming as escapism and entertainment and introduced the notion that complex simulations of real world situations could be replicated on the computer (and by association console play as well). Flight simulator was created by former Hughes aircraft designer and software designer Bruce  Artwick. While working for Digital Computer Labs he honed his skills as a talented software programmer. Ultimately, he formed the computer software development company SubLOGIC after discovering that several user were interested in his ideas of computerized simulations that he had published in several technical magazines(6). In January 1979 the first iteration of Flight Simulator was released on the Apple II. It was an instant success and was one of entertainment programs for the IBM PC. In 1982 it was the top software seller for apple.(6)


Real –life simulations became the next logical step of digital enetrtainment evolution. The earliest and to this day most popular off shoot of the real world simulation is the Sim series. These unusual computer games which included SimCity and the Sims allowed the player to build cities and characters in controller environments where random variables would be introduced. Peter Molenuex’s Populus was another game that offer user the chance to interactive control their environment by acting “as God” overseeing a planet and alerting conditions so its digital charges can survive and thrive. These early games set up the memes that would become mainstay in the simulation software market on both consoles and personal computers.


Second Life (PC)




Another interesting on line real life simulator is the game Second Life  In the simulation players adopt/ create an Avatar and walk through a simulated computer world interacting with other users from around the world.  The game allowed players to “purchase” items within the virtual world. It became an incredibly popular because of its virtual open world, ease of use and it’s avatar creation system. Second Life also developed such social components as job interviews, dates, real estate purchases and other simulated interactions. It’s approx $72 dollars a year so a subscription fee. As of January 2010, Second life had about 18 million subscribers.(13)



Emergence of video games as social interactive media on a global scale.


The personal computer became the first tool that in which users began to interface directly with other players through servers. This connectivity began to open up creative outlets for software designers to develop games specifically for players who wanted to engage other players from anywhere in the world.

But in the early 80’s computers were very cost prohibitive making the application for mass usage as a recreational tool limited. After the success and emergence of Atari and the many early generation consoles systems such as Colecovision and Mattel’s Intellivision, the video game industry began to become oversaturated with product and inferior third party software.  These cartridge based game system were extremely popular until the sudden video game industry crash in 1982.


                                                    Colecovision video game system

As the consoles began to evolve and as the technology became more advanced, hardware designers began experimenting with on-line play mechanics, which was working so successfully with PC gamers. The first hardware developer to introduce an internal modem into their system was SEGA Corporation with their Dreamcast system. Introduced in 1999, the Dreamcast came on the heels of the failure of the company’s Sega Saturn system, a game console that competed directly with the sales juggernaut of Sony’s Playstation 1 console. Dreamcast came out of the gate very strong with very good overall sales, powerful graphics and strong third party software support with such award winning games as Soul Calibur and NFL 2k. Early experimentations in creating an on line virtual world were mixed. As is often the case with new technology, the public is often reluctant to deviate from their choices in standard forms of traditional console play. That coupled with the fact that the Dreamcast did not include a hard drive rendering saving large files or storing games impossible except to smaller memory cards contributed to its failure. Still the Dreamcast had a graphic superiority to the other current systems the Nintendo 64 and the Playstation 1.(8)


                                                  Sega's Dreamcast system and controller



However, Sega continued to experiment with the on line functionality of it’s system. Sega introduced Phantasy Star On-line in 2000 (it would eventually be ported to Microsoft windows) an attempt to compete with PC’s on line interactive game success with various role –playing and fantasy games.

Sega’s sonic team worked on an on-line interactive game based on their Sega Genesis system’s proprietary on-line system game Phantasy Star. An early type of role-playing game in which characters explore different planets and interact with other gamers on the server.
Phantasy Star On-line co-opted much of what players would later see in the virtual worlds of World of Warcraft and Everquest, fusing it with Squaresoft's anime like characters of Final Fantasy VII  . Character system systems such as turn based combat was integrated. It spawned two more sequels but it was eventually discontinued with the death of the Dreamcast system.


                                                Final Fantasy on The Playstation 1


Dreamcast eventually failed and Sega ceased all production on the console in North America in 2001. However because of the versatile nature of the system’s window’s based architecture support of the system continued in Europe and Japan well into 2004. (9)It was the last console SEGA would produce. They would ultimately concentrate on software development. But the advancement in console on line play was significant and ultimately the two “last men standing”  would be the Playstation 2 and Microsoft’s new entry into the console wars, the X-Box. Microsoft had a very different approach to the console wars. Its general disposition in the market would be to push this new unit not as a standard video game console. In spite of it’s sudden demise, the Dreamcast was considered a revolutionary system because of it experimentation with on line gaming. Because of these early experimentations in on line connectivity other companies could examine the technology and make advancements in the science to make it more accessible and affordable.  Because of Dreamcast's window based operating system it was easy to program for and fans of the unit began to develop software independently as well as creating what is known as “Homebrew” software, games created by fans and distributed independently through mail order or the internet. This offshoot of the general consumer market has become extremely popular with classic game players and vintage video game collectors.




Sony followed up their most successful system the Playstation, with the Playstation 2 in October 2000. This would kick off the sixth generation of home video consoles and would mark the first time that a major entertainment company would be integrating modern DVD playback technology in a system. This was a revolutionary move as it was the first system ever to have video playback capabilities. User could use it as a functioning DVD player (the highest digital resolution playback system at the time) as well as a high-end video playback machine. The Playstation 2 also offered another innovation to the game players used to having to mothball their previous systems cache of cartridges and discs: backwards compatibility. The PS2 has a chip base installed in it’s internal motherboard that allowed the system to play the previous playstations game . This increased the popularity of the unit. To this day it is still Sony’s largest selling unit. Sony also solidified the systems popularity by securing exclusivity rights to certain franchises poplar amount gamers such as the Metal Gear series, a popular hold over from the Playstation 1 that has become one of the most popular video game franchises in history. One of the secrets’s to the Playstation success was its versatility and to its commitment to third party software companies which drove sales.


  Video game structures were shifting away from the simple platforming and arcade reflex shoot em ups to serious movie –like narrative forms. Characters would be created that would have back-stories, personalities.  In camera angles would have cinematic qualities. Take for example Playstation’s first Resident Evil game. This series was developed by Capcom video game corp. (known in Japan as Biohazard). Several cut scenes in the video game narrative show close ups, camera pans, tracking shots and other techniques that are typically associated with feature films. Eventually Microsoft would enter the console market. In 2000 they introduced the Microsoft Xbox to much fan fare and industry scrutiny. The Xbox introduced several innovative components to its console, which would become industry mainstays. The first being it included an internal hard drive. This add on would be crucial to the industry’s evolution into the on-line generation. It also allowed gamers to download games purchased from the companies on line stores. Ultimately Microsoft’s Xbox system would introduce on line gaming into their system. But Microsoft improved upon the ideas set up by Sega in introducing XBOX live, an integrated on-line system that functioned as social integration point from their user base as well as an on line market place. The improvements that Microsoft made where based primarily on the notion that in order for an integrated on line system to work, it had to be working in conjunction with a proprietary on board interface which allowed the user easy access to the system’s functionality. (12)

Xbox Live dashboard interface became the most popular networking application for the modern console generation. As of Feb 2012, Xbox live had approximately 25 million subscribers.(17) The dashboard interface has been described by many of the on line gamers as extremely easy to use and organize data which does account for much of its popularity. Most technology seems to be driven out of necessity and convieince and this does reflect on Microsoft’s consistently updating the dashboard interface to address the needs of the subscribers.

XBLA (as Live is more commonly referred to) is especially popular with teenage and pre teen game players. What made this particular console stand out with many gamers was the XBLA interface’s ability to perform a function called “Cross chatting”
This enables on line players to talk to each other through their headsets while playing different games.

After a year of Microsoft’s best selling console having the lion share of the console sales, Sony released the playstation 3. A slightly higher priced console coming in at around 499 dollars, The PS3 had several technical specifics that made it a more powerful system than it’s competitor. For one the PS3 came with built in Wi-Fi, a feature not included in the Xbox 360. Microsoft owners had to purchase a separate LAN-line adapter if the wanted to play without an Ethernet cable attached to their router. Also the operating system on the PS3 included a web browser, effectively making it console PC and giving users access to the internet directly on their TV, third and most important it came equipped with a blu-ray player and HDI out put making it the only true 1080i high resolution system on the market at the time of it’s launch.
The Wifi and the free On line service certainly made the Playstation competitive in a environment that was mostly dominated by Nintendo’s very trendy wireless system which was much weaker in terms of it’s technical specifications but was very affordable and Microsoft’s machine which had a year head start at building a user base. (10)



                                                          Nintendo Wii System



Playstation 3 upon its release immediately began to market itself as an “all-in one” media system. High definition was just beginning to enter the home consumer market with high definition plasma screens becoming more affordable . Sony began pushing it’s high definition Blu-Ray disc system, which came, built into every PS3 system. This would account (at least initially) for the high cost of the system itself. It was at a hundred dollars more than it’s closet competitor, The Xbox system countered with a separate add on HD player. Ultimately a high definition format war would break out between the two mediums (Similar to the VHS/ Beta brawl that happened in the early 80’s at the height of those formats popularity). Eventually blu-ray would win out and HD format through in the towel. Since Sony owns the rights to the Blu-Ray format, Microsoft would be forced to pay a royalty to Sony for its use of its proprietary disc drive. Instead Microsoft continued to nurture its relationship with third party software and game developers such as Epic studios (with their popular on line shooter Gears of war) and Bungie (Up until recently the developer of the Halo series).   It was Microsoft’s exclusivity with Bungie, the developer of Halo that helped the Xbox leap to prominence. (11)



                                                                 Halo 4 (Xbox 360)

Due to it’s commitment to third party game developers, the ease of the system’s architecture and the affordable price, the Microsoft Xbox 360 seems to be to system of choice for hard core gamers and hobbyist as well as Indie game developers. Conversely, the most successful console in terms of sales in the current generation’s line up is the Nintendo Wii. A system that has bypass the now standard on line interface that is common place with it’s higher priced brethren. Nintendo’s follow up to it’s moderately successful Gamecube console, the Wii’s marketing push focused on its unique control system and family oriented game play. The idea here was to push for and draw in family audience or players who might normally not be attracted or interested in video games as a pastime or recreation.  Nintendo’s marketing strategy paid of in big dividends.(10) As of early 2012, the Nintendo Wii still outsells both the Ps3 and the Microsoft Xbox but it’s overall sales are sliding due to the obsolescence of the hardware.  Serious gamers are gravitating more towards the interactive components of the Microsoft and Sony systems interface. Most of The High selling software console and PC games have a function of on line social interaction 


Nintendo’s Wii system would eventually see a sales drop with gamers turning to much more mature fare. That coupled with the system’s lack of hi-definition capabilities and a lack-luster on line interface made it difficult to the system to compete with the heavy duty under the hood firepower of Xbox and Ps3. Nintendo continued to push it’s wireless motion control system as the selling point and when it announced the follow up to the Wii, titled the Wii-U they made it clear that the system would still be a family oriented machine (17). According to 5th Cel CEO Jeremiah Slaczka, the Wii U would be a competitive powerhouse.  “It’s definitely more powerful than Xbox 360 and Playstation 3. It’s kind of frustrating to see rumors and speculation of people going back and forth saying it’s weaker or more powerful. It’s definitely more powerful”.  Despite Slaczka’s enthusiasm for the system, Nintendo is still behind the times in terms of hardware as it’s new unit still uses an internal flash drive memory as opposed to the more popular standard onboard hard drive.



Console sales today are completely driven by the social interactive component that each system offers. In North American the Xbox 360 system leads in sales and many believe this is primarily due to the XBLA system’s easy to navigate user system and it’s preinstalled base. Most players I asked said they liked the easy to navigate menus on Xbox’s operating system. They can locate friends that are on line with more ease than on the Ps3 and the Live on line store has more of a variety of games. These consiles have set up an enviroment where communities can be formed within small or large social groups. The XBLA dashboard allows user to locate friends and informs them each time they log into the system. This represents a major shift in the gaming experience. It’s not simply about just playing the game but also interacting directly with friends and rivals on the system. Bragging rights on these consoles comes in the form of a “rewards” sytem. On the XBLA it is called “Achievements” for which you  are awarded points for accomplishing difficult goals 



                                                   Call Of Duty: Black Ops (xbox360)



Another aspect of console’s strong sales is dependant on the versatility of the systems themselves. The current generation of systems has set a standard for the future of overall sales by adding hard drives to the console’s interior. This enables the user to download large amounts of data such as graphically heavy high definition games in full resolution. Through the systems operating systems, users can access both XBLA (Xbox Live) and PSN (Playstation network) and their respective on-line stores on what is known as Dashboard interfaces. A point system was established with Microsoft users who can acquire points by purchasing them on cards that could be purchased in stores or on-line through the dashboard.
The immersive entertainment applications on these newer systems do not end there.  Many media distribution companies have become actively involved in the console industry. Both Netflix and Hulu have deals with Sony and Xbox to include their movie streaming applications embedded into the operating systems on the unit (However in the case of Xbox, you are required to purchase the gold system for 60 dollars a year)
According to tech journalist Daniel Terdiman, the Xbox Live interface is based on what are called “blades”, which are pages of information stacked on top of each which maximize the number of choices Xbox Live players have and the directions in which they can go.(12) Players can access lists of games to play or choose to watch a movie through Netflix or Hulu or they can go into a section to buy add-ons for games. Microsoft has recently updated their dashboard and eliminated the blades era and created a more advanced interface with windows that spread out on the screen and stretch off into the distance, allowing users to shuttle through them, left to right or right to left.(12)     

Console gaming as realistic narrative or combat simulation


The earliest models for the realistic first person shooting emerged when ID software   created DOOM in 1992. Developed by John Carmack and his team at ID, Mike Abrash, john Romero and Dave Taylor, Doom was an offshoot development project of the Castle wolfenstein prequel, Spear of Destiny and heavily influenced by the visual style of the James Cameron film Aliens.  Doom became one of the most popular and most played videogames of all time and was the visual template for hundreds of games that would follow, from Halo to Call of Duty.

It was revolutionary for several reasons. First, it was one of the earliest games that allowed network multi-player activity. This innovation alone makes this game significant, as this would ultimately become the model for all competitive games (3)  Doom also set up a visual precedence in terms of it’s visual game engine using what was later known as “the first person” perspective shooter. (14)

As the gaming industry was emerging from the industry crash of 1983 and the revitalization of it after the release of the NES/ Superfamicom system we began to see major developments and advances in the hardware gamers were playing on. Major advancements in the development of software was also driving the industry in new directions. Gone were the days of flat 2D sprites and pixels. Video game developers were using high-end software packages such as Softimage and Maya to create realistic three-dimensional NURBs model characters. (14)

Ultimately the first person shooter would become the staple of interactive entertainment structure in terms of software output. Other games came quickly on the heels of Doom’s POV graphics engine such as Quake, Crysis and Golden eye on the N64, which introduced an interesting solution to a non internet multi-player experience by having the screen split in 4 different camera angles representing the point of view of four separate players.



                                                                      Doom (PC)

The most popular of the team based shooter of the current generation is Halo. Created exclusively by Bungie corp. for the Microsoft system, Halo puts the user in the role of Master Chief, a kind of outer space super marine who leads a group of fellow soldiers against the dreaded covenant army. Recently Bungie has turned over the reigns of development to 343 industries for Halo 4 (11), which has created even more on-line content and interactive multi-player games to the property.
More recently console gamers have shifted their allegiance from Halo’s science fiction environment to the more realistic combat simulation of the Call of Duty series. The “Black ops” off shoot is now the new gold standard for all on line console shooters. The latest iteration of the series “Call of Duty: Black ops II” was a big first day seller. As of November 11, 2011 it is estimated that the Call of Duty series has sold over 100 million copies. (16)

The Call of Duty series is a first person shooter that involves several player modes including single player mission modes and multiplayer on line survival scenarios. The creator, Activision games, has been in the video game development industry for years, best known for producing many successful games for the Atari 2600 unit such as Pitfall, Kaboom and River Raid. The main focus of the game is the player moving through several different combat scenarios. The game uses several different graphic engines including idTech3, The Treyarch NGL and IW 5.0. The game has incredibly realistic graphics and physics as well as an extremely robust and popular on-line multi-player user interface, which became very popular with young gamers.

According to one unnamed clerk at a GameStop software store, Call of Duty Black ops outsells Halo approx 4 to 1 by his estimates. He describes the differential in sales numbers simply because Call of Duty is a more socially engaging game, more people play it therefore there are more people that the user can engage.

Most on line gaming in the current system iterations involves a player using a headset that is hooked up directly into the controller and wirelessly transmitted into the system itself, essentially linking the audio directly to anyone who is playing
The game in any given “room”. Players on both the XBLA system and PS3 have the ability to switch off this function. Although Microsoft and Sony police their own on line communities for abuses, one of the main complaints of these on-line gaming experiences seems to be abusive and aggressive behavior


 The Future of Interactive active and social entertainment: Following the Trends


Consoles and personal computers continue to be the main distribution for interactive digital gaming. However, new technology motivated by revanue potential and the need to innovate and capture interesting changes in game play have motivated engineers and designers to experiment in new delivery systems for the medium.
An interesting new example of this experimentation is the Ouya, a new digital gaming system developed by industry veteran producer Julie Urham and designer Yves Behar. The Ouya is interesting for several reasons. First it is extremely compact, smaller than even the Gamecube (It’s roughly the size of a Rubik’s cube). Secondly, it has no internal hard drive but carries an on board 8 GB of Flash RAM. But most importantly it’s one of the first mass produced console that is created with open architecture, which enables hobbyists and programmers to modify the system and software without voiding their warranties. This opens up the system to “Homebrew” fans who can make their own independent games and share them with fellow gamers. (18)

Ultimately this will drive the future of gaming. In this journalist’s opinion, all technology is driven by necessity and convenience and the gaming industry is strongly driven by both. But one thing is certain; the future of gaming will have a strong social interactive component to not only the games but also the hardware it’s played on.



                                                                        Ouya system





References/ Footnotes


1)   Blake Snow, “Why console gaming is dying” CNN.com/2012 Nov 9th
2)   Jermemy Hsu, “For The US Military, Gaming gets serious” Livescience.com August 2010
3)   Doom, http//en.wikipedia.com/wiki/doom
4)   Macedonia, Michael “Games, Simulation and military Dilemma 2010 essay
5)   Matt Miller,  “Mists of Pandoria, no Longer Undisputed Champion” Game Informer Dec 2012
6)   Bruce Artwick is still flying, Flight simulator history Feb 2001,http://fshistory.simflight.com
7)   Interview, Jeremiah Slackka,”Checking the Industry’s Pulse” Game Informer August 2012
8)   Marty Goldberg “Before videogames-what happened before the Big Bang?” Retrogamer #108, sept 2012
9)   The Lemelson center, Ralph Baer: recovering the history of the video games
10)        Consolidated financial highlights, Nintendo 2007 p8 retrieved 2012
11)       Halo4 Master chief’s new foe Game Informer Magazine August 2012 p49
12)        Daniel Terdiman “Microsoft unveils new Xbox experience” CNET.com, October 8th 2008
13)        Cracked.com”second life: just the facts. Cracked.com
14)       Journey to the Heart of Doom, Retro Gamer issue 108
15)       Retrogaming, “Coregaming”” Issue 108 August 2012 p40
17)       www.statisticbrain.com, Xbox statistics 9.4.2012
18)       Kotaku.com “The Mastermind behind the Ouya console is answering your best questions, 7.19.2012






Additional reference material

Kent, Steven L. (2000). The First Quarter: A 25-year history of video games. BWD Press. ISBN 0-9704755-0-0.
Consolidated financial highlights Nintendo 2007 p8
Retro Gamer Magazine August- September 2012
www.cracked.com