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And Now For Something Completely Machinima

And Now For Something Completely Machinima

Auteur(s): Ricky Grove Tracy Harwood Damien Valentine and Phil Rice
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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 Art
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  • S6 E221 Black Mesa: Hostiles by JoAcoNS (Apr 2026)
    Apr 9 2026

    In this episode of the Completely Machinima Podcast, we dive into Hostiles — a stunning Half-Life-inspired machinima short that pushes the boundaries of virtual production, animation, and storytelling.

    Originally believed to be created in Source Filmmaker, this cinematic piece was actually made in Garry’s Mod, challenging assumptions about tools, quality, and creativity in the machinima community.


    We explore how Hostiles achieves cinematic tension through lighting, sound design, camera work, and animation, while also discussing its deeper impact on perspective, narrative, and audience expectations.

    🔥 If you're into machinima, game filmmaking, or virtual cinematography, this episode is packed with insights you don’t want to miss.

    ⏱️ Timestamps

    00:00 – Intro: “Now for something completely machinima”
    01:00 – Episode setup & introduction to Hostiles
    01:29 – What Hostiles is (Half-Life short + listener recommendation)
    02:00 – Cinematic quality: pacing, lighting, and camera language
    03:30 – Surprise reveal: made in Garry’s Mod (not Source Filmmaker)
    04:30 – Tool stigma & perception in machinima communities
    05:30 – Tutorials & giving back to the community
    06:30 – Narrative breakdown: tension, atmosphere, and storytelling
    08:00 – Sound design & editing analysis
    09:05 – Damien’s reaction: “How was this made?”
    10:30 – Animation realism & visual quality discussion
    12:17 – Garry’s Mod vs Source Filmmaker (technical comparison)
    14:00 – Why labeling matters: audience & discoverability strategy
    16:30 – Cinematic perspective & emotional immersion
    18:00 – The reveal (spoiler-free discussion)
    19:30 – Reframing Half-Life soldiers: from enemies to humans
    22:00 – Comparing to other machinima interpretations
    24:00 – Themes of empathy, perspective, and storytelling
    25:30 – Final thoughts & critique (sound design note)

    🎧 What We Cover

    • Machinima storytelling techniques
    • Garry’s Mod vs Source Filmmaker workflows
    • Cinematic lighting, animation, and camera movement
    • Sound design and tension building
    • Narrative perspective in the Half-Life universe
    • Community learning through tutorials and sharing

    🔔 Subscribe for More

    Stay tuned for weekly discussions on:

    • Machinima & virtual production
    • Game engines as filmmaking tools
    • Animation, storytelling, and creative tech

    #machinima, #HalfLife, #GarrysMod, #SourceFilmmaker, #virtualproduction, #gamefilmmaking, #animation, #cinematicstorytelling, #SFM, #GMod, #HalfLifemachinima, #indieanimation, #filmanalysis, #sounddesign, #gameenginefilmmaking

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

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    28 min
  • S6 E220 Starfield: Farseer (Apr 2026)
    Apr 2 2026

    Can Starfield become the next great machinima platform? In this episode of the Completely Machinima Podcast, the team breaks down a fascinating Starfield mod trailer that mixes machinima, virtual production, gameplay cinematics, sci-fi mystery, and mod storytelling.

    Damien Valentine brings in “Farseer,” a Starfield mod trailer that feels bigger than a simple showcase — part trailer, part cinematic, part environmental story. Phil Rice, Tracy Harwood, and Ricky Grove unpack what works, what doesn’t, and why Starfield’s modding ecosystem could be a huge opportunity for the future of machinima filmmaking.

    The discussion covers Starfield mods, cinematic camera tools, game storytelling, sci-fi horror vibes, Bethesda worldbuilding, and whether Starfield has the ingredients to inspire a new wave of narrative-driven machinima. The panel also compares Starfield to Fallout, Half-Life, Mass Effect, No Man’s Sky, Elite Dangerous, and more.

    If you're into machinima, Starfield, game mods, virtual production, cinematic gameplay, or storytelling in games, this episode is for you.


    Chapters -
    00:00 Intro
    01:00 Damien introduces the Starfield pick
    01:36 Why this mod trailer stands out
    05:01 Phil starts playing Starfield
    07:35 Why Starfield is perfect for mods and machinima
    09:41 Gameplay footage and cinematic potential
    11:02 The trailer’s biggest storytelling weakness
    13:58 Why story stakes matter
    15:53 Fallout, Half-Life, and narrative motivation
    18:10 Starfield’s worldbuilding vs. its story
    20:41 Trailer, film, or something in between?
    24:05 Tracy on sci-fi atmosphere and cosmic horror
    28:50 Why the battle section feels disconnected
    31:59 Environmental storytelling as the main character
    34:10 What Starfield’s machinima tools can do
    36:17 Why camera control is the missing piece
    40:32 Damien’s own Starfield roleplay experience
    41:17 Phil on the game’s better side quests
    44:53 Final thoughts on Starfield’s machinima future


    Keywords-
    Starfield machinima, Starfield mod, Starfield mods, machinima podcast, virtual production, Bethesda, sci-fi storytelling, gameplay cinematics, mod trailer, game cinematography, Starfield trailer, machinima filmmaking, environmental storytelling, game narrative, cinematic gaming


    Hashtags -
    #Starfield #Machinima #GameMods #VirtualProduction #Bethesda #SciFi #Gameplay #Cinematics #NarrativeDesign #Podcast

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

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    46 min
  • S6 E219 Demoscene: ix by Moppi Productions (Mar 2026)
    Mar 26 2026

    What happens when real-time graphics stop trying to impress technically and start feeling like cinema? In this episode of And Now For Something Completely Machinima, Phil Rice, Ricky Grove, Tracy Harwood and Damien Valentine explore “Nine” (IX) by Moppi Productions - a landmark 2003 demoscene work that bridges machinima, digital art and real-time filmmaking.

    ⏱ Chapters -
    0:00 Intro
    1:01 Welcome & episode overview
    2:01 What is the demoscene? (Nine introduction)
    8:16 Why Nine is so significant
    13:15 How it broke demoscene conventions
    17:27 Visual style, pacing & minimalist design
    22:30 Art vs technical performance debate
    26:03 Demoscene vs machinima
    28:49 Story, themes & viewer reactions
    33:16 Running the original demo (executable experience)
    35:00 Real-time vs rendered controversy
    40:05 Origins of the demoscene
    43:33 Experimental machinima comparisons
    47:20 How Nine was created (technical insights)
    52:05 Music, storytelling & standout moments
    57:19 Final thoughts

    In this episode -

    • Why Nine is a landmark demoscene production
    • The difference between machinima and demos
    • The tension between technical mastery and artistic expression
    • Real-time graphics as digital filmmaking
    • Why this 2003 work still feels modern

    #Machinima #Demoscene #RealtimeAnimation #VirtualProduction #DigitalArt #ExperimentalFilm #AnimationPodcast #RealtimeGraphics #DigitalFilmmaking

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

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    59 min
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