Archive for October, 2009

See me, watch me, read me

Tuesday, October 27th, 2009

So I spent a week wrestling with Flash’s 3D components, in a quest to recreate a first-person shooter engine for my third film/game project this semester.  I also refused to use any kind of third-party library (because I’m masochistic like that), so I was limited to the 3D rotation and positioning that’s built in.  It became clear rather quickly that I shouldn’t be doing my project in Flash, but by then it was too late I was too lazy to start anew.

I was able to jank a solution together, after hours of messy coding and headaches.  You wouldn’t know it from the final product, though; I think it turned out nicely, albeit a little on the choppy side (because of poor optimizations):

rvt_falltraining

Fall Training 3D

This is  a take on my memories of watching anime as a kid.  I didn’t understand Japanese then, so the audio was basically just a wall of background noise, and I had to either focus on watching the action on screen, or focus on reading the subtitles.  Also, sometimes I’d miss an episode, or come into a series in the middle, so I’d have to watch scenes out of order.

The footage is actually from a linear project I filmed back in January.  The editing process has been slow and painful, because I’m animating bits of it in a similar style to my stop-motion vids.   Hopefully, it’ll get done in the near future.

Does anyone hear what I hear?

Wednesday, October 7th, 2009

It’s a testament to the workload at USC that my first post since the start of the semester is after over a month has already passed.  It’s enough time, in fact, that I’m posting about my second film project … but only because I’m still tweaking my first film.

The area between linear films and non-linear games is becoming increasingly grayer, with the definitions for each being stretched to their limits.  Many modern games play as though they wish they were devoid of gameplay, and we accept the embedded interactivity of a DVD as a natural part of the film.  What, then, should I call a movie with a rigidly linear story, that can only be experienced in a fragmented way?

Four-Way Stop

Four-Way Stop

“Interactive Movie” sounds contrived and awkward, but I guess it’ll have to do.  The problem is, I don’t think of this film like that, because you don’t interact with it at all.  You merely shift your perspective of the story in real-time, and I honestly think it would be better presented on four separate, simultaneous screens.  The contrast between the parallel storylines is good, but it’s the knowledge that they’re all happening at the same time that is the important point.

This project was a tad rushed out the door, because of the aforementioned workload, and I imagine I might one day revisit it to finish it properly, but I don’t entirely believe I’ll ever have time to do it.  I’m finding an unfortunate situation in my classes:  the projects I have time for I don’t want to do, and the projects I want to do I don’t have time for.

I had almost convinced myself that the first two years of my MFA would not consist of undergrad classwork.