Category Archives: Potential Gamer

On directing Extraction Protocol

One of the most exciting projects I’ve worked on at FXhome is the upcoming short film Extraction Protocol. It’s a sci-fi love letter to the cyberpunk genre and the Deus Ex: Human Revolution computer game and it’s going to be released next week.

It’s by far the biggest production I’ve directed and it’s been a thoroughly satisfying challenge from start to finish. It started in the autumn last year, when we brainstormed a few ideas for short films we could put together that would show off the new HitFilm software and appeal to our community. At the time I was hugely excited about the impending release of DE:HR (it turned out to be one of my games of the year, as I wrote about over on Potential Gamer recently) so I couldn’t resist using that as inspiration.

The entire short was shot in one day (except for one shot which I grabbed as a pick-up a couple of weeks ago) back in September. The shoot was just the right scale: professional and well crewed, but keeping the numbers to a minimum so that we could move fast.

Speed was the word, with over 40 shots to contend with, some of which were complex VFX and action shots with multiple elements and setups. The ‘story’ (it’s fairly bare bones!) was designed to only require 5 locations (plus 2 major greenscreen setups) but even that number was pushing it, requiring the cast and crew to move from one to the next quickly and set up in double-quick time.

Thankfully I had a superb team headed up by DP Ross Turner (who masquerades during daylight hours as an FXhome web dev) and FXhome newbie Tom McLoughlin (who certainly isn’t new to the video production business) who was my AD for the day and also produced the project.

Then Christmas happened, which at FXhome means you’re incredibly busy for several months. Post-production happened when there was time, but only began in earnest in mid-December. It’s been a lot of fun pushing the limits of my understanding of HitFilm, a product of which I’m still only scratching the surface despite being involved in its design.

The last element was the music, for which we have an original score composed by Michael Powell (no, not that one). It’s really quite marvellous and successfully evokes spy thrillers, Blade Runner, Batman Begins, Metal Gear Solid and Deus Ex all in the space of 2 minutes. I don’t know if Michael deliberately touched on those reference points or whether it’s just thematic correlation, but I like it. It’s one of the few occasions I’ve had where the original score easily matches up to the temp music I’d been using, so I hope we get a chance to work with Michael again.

Extraction Protocol is a small thing, being only a couple of minutes long, but it’s had a lot of effort poured into it. I’m really pleased with it overall and hopefully The Internets will also take to it when it’s released next week on the HitFilm YouTube channel.

Arms Race is finished! Plus poster #1

Arms Race is, at last, finished. I thought it was finished on Sunday evening, then made the mistake of showing it to Swiss filmmaker Marco Von Moos, who proceeded to point out a number of areas in the cut that could be considerably tightened.

Annoyingly, he was absolutely correct.

Thus followed a feverish re-edit on the Monday night, complete with re-grading and a complete resync and remix of the 5.1 sound. A lot of work, but worth every hour as it is now a much tighter, more entertaining short film.

There’s also now an official website over at armsracemovie.com and a Facebook page, so please do check them out and say hello. Here’s the first poster that I designed to help promote the film:

The premiere is November 13th (check the Facebook page for details) and the film will be released online shortly afterwards.

MEANWHILE…

The Ravenskil Chronicles are back up and running after a slight summer hiatus brought on by holidays, moving house and working on other projects such as Arms Race. We had a very successful writers meeting on Sunday and I can’t wait to get started on my episode. It’ll be refreshing to get back to writing after working on the Arms Race edit and VFX for so long.

NaNoWriMo is also coming up, of course. I won’t be officially taking part this year as I’ve already got enough projects on the go, but I hope to attend some of the meetings nonetheless. If you’re a writer, or want to be a writer, do check it out.

More details on Arms Race will be revealed next week, plus I’ll be making a return to Potential Gamer with what will hopefully be an extensive article on why Minecraft is something truly special, even if you don’t like retro gaming.

New design, many distractions, Harry Potterising

So, I’ve rejiggled this website. What was once a modest blog with a single ‘About’ page has now become a fully fledged mini-portfolio, with handy links to my various writings and filmy projects all neatly arranged in the menu up top. I’ll be doing my best to keep everything up-to-date, starting with the new video I’m about to add to the VFX section. In case you can’t be arsed to go there, here it is, usefully embedded for your priori incantatumy enjoyment:

What with this and the Space Adventure DVD, I’ve really been pushing VisionLab’s limits. It’s been fun to see just how much can be wrangled out of the software, although I am also eager to broaden out my VFX skillset a little.

Meanwhile, the Hard Rain demo is pretty fab on the PS3 and Mass Effect 2 has finally lured me in. I’ll be writing about the former for Potential Gamer in a moment, with thoughts to come on the latter once I’ve had some more time with it. Also had my appraisal at work today which went alright and had some positive movement towards the future. Despite all that, I’ve still managed to get some work done on Of Rock And Earth – although never as much as I’d like.

Big thanks to Rikki for helping out with getting Typekit to talk to my WordPress template.

149,566 – War! What is it good for?

Well, it’s good for exciting finales, for a start. But I’d better say no more for fear of dropping too many spoilers.

Hard to find time to write the last few weeks, what witha combination of House Moving Stuff, podcasting and Batman: Arkham Asylum (the compulsion is waning, though, so I should be back to normal now). Having said that, what I have been able to write has been really good – if I may say so myself. Or, at the very least, extremely satisfying.

The Big Bad and the Big Good are currently having their Big Face Off, and it’s so far proving extremely fun. Rather at the last minute I’ve been able to inject a little more thoughtfulness into the climax, rather than it just being a series of scrappy fights. With luck it should make it more interesting and memorable.

Next up is some traumatic GBH, then I’ll be seriously close to ACTUAL COMPLETION. Yes, I know I’ve said that so many times this year as to make my deadlines an absurdity, but this time it looks genuinely possible.

Of course, I’m also doing VFX on a short film called Guinod (it’s a martial arts opera, believe it or not), am editing and doing VFX on a steampunk short and am also indulging in the aforementioned podcasteroo (which means seeing Cloudy with a Chance of Meatballs this Wednesday). But, hey, I like being busy! At some point I need to find time to write some more articles for Potential Gamer, too, and try to push my portfolio out there a little more successfully.

For now, however, I shall go to bed.

PG sexified and links fixed (oops)

Dave rather ambushed me on Sunday night with a completed CSS overhaul of Potential Gamer, the results of which are quite self-evident. He did quite an astounding job, especially given he’s currently still working with the standard WordPress.com. I’m currently investigating whether to switch to WordPress.org and pay for proper hosting….it’s a tough decision, seeing what an amazing job he’s already done. He probably should have made this first pass a bit crappier and conned me into going straight for the .org open source option. :)

On another note, I’ve FINALLY fixed the story links on the right, which Julian ‘I love apples’ Boote kindly pointed out were broken. Good job they hadn’t been sitting there for a couple of months already. Ahem. I’ve also added Leiali’s stories, which are well worth a read (The Hag is great).

Spent most of today storyboarding for a top secret FXhome project. Exciting, but pretty scary too, given the timescales and ambition involved. But, then, that could apply to pretty much every project we’ve worked on for the last few years! More on that as I’m allowed…