Communicating that working within restrictions can free creativity can sometimes feel like you’re being a kill-joy. But even the most free creative acts are faced with restriction, as the simple act of moving something from imagination to something tangible, means using materials and tools that have their own rules you must work with, and around.
Posted: August 19, 2010 at 1:16 pm |
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That’s why Pascal and I believe that Motives in Movement is the right idea at the right time. Game developers, studios, movie houses, producers, directors and the rest of those who work tirelessly to produce quality content are reliant on the process and tools at their disposal. Finding the best, and often the latest and greatest, is an ongoing process. Whether recruiting new talent and human capital, identifying the best mo-cap studio for the job, or purchasing the newest computer and camera technology, it’s an ever evolving landscape.
Posted: August 18, 2010 at 4:17 pm |
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To prove our point we’re offering up the opportunity for select Gamescom volunteers to create their own demo with us. There will be a choice of scripts available, or if there’s time, the volunteer can collaborate on their own version. We’ll shoot it and edit it in a fast turnaround, and send it back, or post it up on Vimeo, just to show off how quick it can be to pull together an edit.
Posted: August 15, 2010 at 8:20 pm |
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Its smaller size, and its being held in the Brighton Hilton Metropole gave me the feeling of attending the wedding of a friend I don’t quite know. That’s not such a bad thing, when you think of it, as it gives you freedom to introduce yourself to anyone, and ask the equivalent of , “So are you bride or groom?”
Posted: August 9, 2010 at 1:41 pm |
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On an external location at 3am in the chill of autumn, doing reshoots in summer clothes, the knowledge that what you’re providing is truly valued goes a long, long way. And this good will can have real financial benefits with A-listers too. Keanu Reeves and Brad Pitt have been known to take pay cuts of millions, to ensure producers can make the film. If you value what an actor can bring to your production, prove it. If you need something from them, that simple respect can work wonders for you in return.
Posted: June 13, 2010 at 11:19 am |
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I was at an industry conference recently, and one of the panelists insisted that his best advice was to never try and mix the rules of the media you’re working in. TV? TV rules. Film? Film rules? Video Games? Well this is where I differ. In this brave new world of convergence, it is premature to believe that the rules for Video games have been ‘set’. I would say its wiser to establish what Video Games have in common with other media, before excluding anything from the argument. This holds true for the Uncanny Valley.
A frequent challenge I’ve come across when talking about the future for games like Heavy Rain is the search for a common language. In my opinion, “Interactive drama” doesn’t describe the basic principles behind this new genre of game. These games rely on empathy with their characters/creatures/objects to create a compelling, dramatic and emotional [...]