『And Now For Something Completely Machinima』のカバーアート

And Now For Something Completely Machinima

And Now For Something Completely Machinima

著者: Ricky Grove Tracy Harwood Damien Valentine and Phil Rice
無料で聴く

【Amazonプライム会員限定】今ならプレミアムプランが4か月 月額99円。

10月19日まで。※適用条件あり
Machinima, real-time filmmaking, virtual production and VR. Four veteran machinimators share news, new films & filmmakers, and discuss the past, present and future of machinima.© 2022 And Now For Something Completely Machinima アート
エピソード
  • S6 E243 Frozen in Battle: TMC’s MechWarrior Dioramas as Digital Sculpture (Sept 2026)
    2026/09/17

    This week, Tracy and Damien explore TMC’s MechWarrior 5: Clans – Clan Mech Dioramas Director’s Cut, a striking collection of battle scenes that sits somewhere between machinima, virtual photography and digital sculpture.


    Tracy introduces TMC, the German filmmaking collective whose work evolved from in-game footage and fan-made Hired Steel films into sophisticated Unreal Engine virtual production. That journey ultimately brought the team to the attention of MechWarrior developer Piranha Games, which commissioned TMC to create official cinematics for MechWarrior 5: Clans.


    Unlike the narrative action of Hired Steel, the Director’s Cut suspends its battles in time. Its camera glides through intricately composed three-dimensional tableaux, revealing ruptured armour, weapons fire, smoke, sparks, water and airborne debris that would ordinarily pass almost unnoticed during gameplay. Tracy considers how this moving “digital eye” transforms spectacular combat into something contemplative, combining the monumental scale of war machines with the intimacy of painted tabletop miniatures.


    Damien compares the experience to walking through an art gallery, where each frozen moment exposes the extraordinary detail underlying a fast-paced game. Their discussion concludes by imagining how these dioramas might become fully explorable VR environments—allowing viewers to move freely through the scenes rather than remaining bound to the filmmaker’s camera.


    Key time stamps -

    01:00 – Damien welcomes Tracy and explains Phil and Ricky’s mysterious absence
    01:30 – Introducing TMC’s MechWarrior 5: Clans – Clan Mech Dioramas Director’s Cut
    02:10 – TMC’s history and Completely Machinima’s earlier coverage of Hired Steel
    03:25 – From MechWarrior players to 3D artists and filmmakers
    04:25 – TMC’s evolution from gameplay capture to Blender and Unreal Engine production
    05:35 – How TMC’s fan filmmaking led to official work with Piranha Games
    06:32 – The crucial difference between Hired Steel and the non-narrative dioramas
    07:20 – Machinima as virtual photography and digital sculpture
    08:35 – Arrested time, frozen combat and the camera as a “digital eye”
    10:25 – The tension between colossal machines and miniature tabletop aesthetics
    11:49 – Colour, composition and the immersive quality of the diorama collection
    12:31 – Bullet time, slow motion and contemplative spectacle
    13:25 – Lighting, smoke, sparks, muzzle flashes and layered particle effects
    14:54 – Damien’s response: walking through a virtual art gallery
    16:10 – Revealing details that players rarely notice during fast-paced combat
    18:15 – How the film maintains variety across its numerous battle scenes
    19:03 – The dioramas’ original purpose as proposed loading screens
    19:17 – Wanting to take control of the camera and explore each composition
    20:01 – Imagining the work as an immersive VR experience
    21:07 – The limitations of video—and why wanting more is a mark of its success
    22:03 – Could the Unreal Engine scenes become fully explorable environments?
    22:19 – From photography to three-dimensional sculpture
    22:57 – Final verdict and closing thoughts

    Credits -
    Co-hosts: Damien Valentine, Tracy Harwood
    Producer: Damien Valentine
    Editor: Phil Rice
    Music: Phil Rice & Suno AI

    続きを読む 一部表示
    24 分
  • S6 E242 Pirate Beats and Precision Editing: JT Music’s Assassin’s Creed Black Flag Rap (Sept 2026)
    2026/09/10

    This week, Tracy and Damien explore JT Music’s Assassin’s Creed Black Flag Resynced Rap—a bass-heavy fusion of pirate sea shanty, nerdcore rap and meticulously edited game cinematics.

    Damien explains how the video combines cinematic sequences with specially captured gameplay footage, transforming Black Flag’s naval battles, parkour and pirate action into a tightly choreographed musical performance. Tracy examines JT Music’s distinctive place between machinima, fan filmmaking and video-game music, comparing their approach with creators such as Dan Bull, The Stupendium, Rockit Music and Harry101UK.

    The discussion highlights the extraordinary precision of the audiovisual editing: cannon fire becomes percussion, character gestures embody the lyrics, and combat, camera movement and typography are all synchronized to the rhythm. We also consider how this new version revisits JT Music’s original Black Flag rap, reflecting both the improved visual quality of the game and the development of the duo’s creative craft.

    Finally, we reflect on JT Music’s enduring success. Having begun as JT Machinima in 2008, the group has retained its machinima roots while continually reinventing its signature form of character-driven game rap.


    Key Time Stamps -

    01:00 – Tracy welcomes Damien and explains Phil and Ricky’s absence
    01:43 – Introducing Assassin’s Creed Black Flag and JT Music’s new rap
    04:57 – JT Music’s distinctive blend of rap, fan filmmaking and machinima
    07:41 – The editing craft that makes the game appear to perform the song
    08:05 – Who are JT Music? From JT Machinima to millions of followers
    11:20 – Turning combat, gestures and camera movement into musical choreography
    13:22 – Kinetic typography and lyrics woven into the game world
    14:25 – Comparing the resynced video with JT Music’s original Black Flag rap
    15:43 – Bass, sea-shanty influences and the physical rhythm of the edit
    17:34 – Precise synchronization between lyrics, weapons, parkour and action
    19:09 – How quickly does JT Music learn, capture and interpret a new game?
    21:08 – Visual jokes, Easter eggs and close attention to the source material
    23:29 – JT Music’s longevity and enduring contribution to machinima
    24:11 – Damien’s concluding assessment
    24:57 – Closing comments and invitation to viewers

    Credits -
    Co-hosts: Damien Valentine, Tracy Harwood
    Producer: Damien Valentine
    Editor: Phil Rice
    Music: Phil Rice and Suno AI

    続きを読む 一部表示
    26 分
  • S6 E241 Machinima News Omnibus (Sept 2026)
    2026/09/03

    In this news episode, Tracy Harwood and Damien Valentine explore three very different developments shaping machinima and virtual storytelling.

    Tracy introduces DramaMancer, an experimental AI-powered storytelling platform developed through Midjourney’s Storytelling Lab. Rather than generating an entire story, DramaMancer combines an author’s characters, scenes and narrative framework with natural-language player input. Tracy considers whether this represents genuine player agency or merely a more sophisticated illusion of choice—and asks where authorship lies when stories are co-created by the writer, player and AI.


    Damien responds by considering what happens when players push an AI-generated narrative so far from its intended path that the story can no longer progress, recalling the infamous research-order bug in X-COM: Terror from the Deep.


    The discussion then turns to a recent panel featuring pioneers of Second Life machinima. Tracy reflects on how early creators transformed a social virtual world into a collectively maintained filmmaking environment through experimentation, shared knowledge and community initiatives such as Machinima Mondays. She contrasts this socially driven model of innovation with DramaMancer’s attempt to lower creative barriers through automation.


    Finally, Damien discusses Reallusion’s new iClone RTX renderer, which promises ray-traced rendering inside iClone without exporting projects to NVIDIA Omniverse. He also explains his practical approach to facial performance capture with AccuFACE, including why subtle expressions, head movements and accurately performed dialogue can make such a dramatic difference to animated characters.


    Key time stamps

    01:00 – Damien and Tracy introduce the news episode 01:46 – What is DramaMancer? 03:12 – Storylets, player agency and authored narrative frameworks 05:50 – Who is the author of an AI-generated playthrough? 07:27 – The limitations and risks of AI-driven storytelling 09:06 – DramaMancer’s potential for machinima and virtual performance 10:20 – Damien responds: can players break an AI-generated story? 11:46 – The X-COM: Terror from the Deep research bug 13:37 – Why DramaMancer may be a more interesting use of generative AI 14:55 – Pioneers of Second Life machinima 16:26 – How Second Life became a virtual production environment 17:34 – Machinima Mondays and community-led knowledge sharing 18:33 – Second Life as a collectively maintained virtual studio 19:59 – Automation versus community as two routes into virtual storytelling 21:41 – Reallusion’s new iClone RTX renderer 23:27 – Missing particle effects and the challenges of NVIDIA Omniverse 25:55 – Expectations for the RTX renderer beta 26:19 – AccuFACE 2 and facial motion capture 27:13 – Combining full-body and facial performance capture 28:25 – Why subtle facial movements produce dramatic results 29:54 – Capturing the whole face, not simply lip-sync 30:34 – Final thoughts and episode closing


    Credits -
    Co-hosts: Damien Valentine, Tracy Harwood
    Producer: Damien Valentine
    Editor: Phil Rice
    Music: Phil Rice & Suno AI

    続きを読む 一部表示
    32 分
adbl_web_anon_alc_button_suppression_t1
まだレビューはありません