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And Now For Something Completely Machinima

And Now For Something Completely Machinima

Von: 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 Kunst
  • S6 E211 Fantasy: Quest of the Key (Jan 2026)
    Jan 29 2026

    This week, we review a supporter-recommended iClone fantasy machinima that surprised us with its polish: “Quest of a Key - Chapter One” by AuroraTrek. We’re always saying we want more story-driven iClone machinima (and fewer tech-demo vibes)… and this one delivers on craft: strong shot selection, confident editing, excellent music cues, and character animation that’s smoother than you’d expect.

    But then the conversation gets interesting.

    We dig into sound mastering and spatial audio, the difference between “dry” dialogue and believable room tone, how stylized realism can drift into “clay-face” territory, and what happens when a series leans hard into character introductions without giving the audience enough plot hooks to chase. Tracy goes deep on the structure across multiple chapters, and we talk about why view counts can drop when episodes feel like long-form animation sliced into shorts.


    We also get into pipeline talk: Daz characters into iClone, motion capture vs animation libraries, and the very real challenge of stepping from an established fan universe (Star Trek / Star Wars) into an original world where you don’t get story shorthand for free.

    If you make machinima, virtual production, iClone films, or Unreal/CG shorts, this ep is packed with practical takeaways: pace, hooks, sound space, visual texture, and how to reveal character through action inside the plot.


    👇 Join the discussion: did you watch all the chapters, and do you feel the “quest” kicks in soon enough?


    Timestamps

    00:00 Cold open – we found story-driven iClone
    01:00 Intro + this week’s pick (supporter recommendation)
    03:00 First impressions: craft, animation, voice acting, direction
    06:45 Sound nerd corner: mastering, stereo placement, reverb/space
    08:45 Visual style: realism vs stylized realism, texture “clay-face” notes
    10:00 Pipeline talk: motion capture, Daz → iClone, avoiding clipping
    14:19 Series structure: shorts vs long-form, pacing, “padding” vs plot
    33:46 Views vs hooks: what the audience drop-off might signal
    42:27 Fan universe vs original IP: why discovery is harder without shorthand
    46:26 Creator lesson: reveal character through story action
    50:00 Wrap + audience question

    Credits –

    Hosts: Ricky Grove, Phil Rice, Damien Valentine, Tracy Harwood

    Producer: Ricky Grove

    Editor: Phil Rice

    Music: Phil Rice and Suno AI

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    51 Min.
  • S6 E210 WoW: Among Fables and Men (Jan 2026)
    Jan 22 2026
    We begin with a heartfelt tribute to the late Frank Fox — filmmaker, musician, and beloved member of the machinima community. From his classic MovieStorm film Morning Run Amok to his live music performances as “Frank Leonatra,” we reflect on his creativity, generosity, and the lasting impact he had on virtual filmmaking and the people who loved him. Then we dive deep into one of the most visually unique and emotionally powerful machinima ever made:🎥 “Among Fables and Men” (2007) by Tobias “Dopefish” Lundmark.Created in World of Warcraft using an experimental motion-comic style, this five-minute film is a masterclass in:· Visual storytelling without dialogue· Music-driven narrative· Surreal atmosphere and symbolic design· Why bold artistic style can outlive “realistic” graphicsWe explore its production history, its Japanese folklore and graphic-novel influences, its innovative camera and compositing techniques, and why it still feels fresh nearly 20 years later. If you love:✨ Machinima history 🎮 Game-based filmmaking🎼 Cinematic sound design 🎨 Experimental visual style 📽️ Virtual production as true art…this episode is for you. In the history of machinima, Among Fables and Men stands out as a quiet but profound turning point, not because it pushed technical realism, but because it expanded the very idea of what machinima could be. At a time when most creators were striving to replicate the look and grammar of live-action cinema - dialogue, shot-reverse-shot editing, lip-sync, and narrative realism - Tobias “Dopefish” Lundmark chose a radically different path. He treated the game engine not as a virtual film set, but as raw visual material, closer to animation cels, comic panels, and theatrical tableaux than to conventional cinematography. The film’s motion-comic style, its use of cut-out figures moving through layered 3D space, its panel-like framing, and its subtle depth illusions created a hybrid language that sat somewhere between graphic novels, animation, and experimental cinema. By refusing to anchor the story in spoken dialogue or narration, Lundmark allowed music, rhythm, and sound design to become the primary storytelling forces. Meaning emerges through atmosphere and emotional progression rather than through explicit plot mechanics, placing the work in the tradition of visual music and art film rather than scripted drama. This stylization also gave the film a timeless quality. While many machinima from the mid-2000s now appear dated as game engines evolved, Among Fables and Men still feels fresh because it is not trying to simulate reality. Its abstraction frees it from technological obsolescence and instead roots it in artistic intention. The world of Warcraft becomes a symbolic landscape rather than a literal one, a dreamspace shaped by folklore, surrealism, and the logic of music rather than by gameplay. Lundmark’s innovation lies in this shift of perspective. He did not ask how to make a game look more like a movie; he asked what kinds of cinema could only exist inside a game engine. By combining modded camera tools, compositing, and graphic design principles, he constructed a personal visual grammar that was neither traditional animation nor traditional machinima. The intense, constraint-driven production process, created in a matter of days, without final voice performances, pushed the film toward suggestion, mood, and symbolic imagery, turning limitation into aesthetic identity. In doing so, Tobias Lundmark helped demonstrate that machinima could be more than recorded performance or digital theater. It could be poetic, abstract, musically structured, and formally experimental. Among Fables and Men showed that virtual worlds could host not only stories, but also atmosphere, metaphor, and visual philosophy, opening the door for machinima to be understood not just as a technique, but as a legitimate and distinctive cinematic art form. 🕒 Jump to key moments with our chapter timestamps 💬 Join the discussion in the comments Timestamps –12:00 Visual Style & Motion Comic Technique15:00 Cultural Analysis, including Japanese folklore (Nuricabe, Alice in Wonderland parallels), Graphic novel and Flash animation influences, Sound design as narrative driver, the role of experimental machinima in digital art history, the Warcraft camera tools that made the film possible23:00 Production Challenges & Artistic Choices27:30 Anime, Visual Economy & Stylization31:30 Timelessness vs. Realism in Machinima35:30 Reflections & Creative Inspiration Credits –Hosts: Ricky Grove, Phil Rice, Damien Valentine, Tracy HarwoodProducer: Ricky GroveEditor: Phil RiceMusic: Phil Rice and Suno AI
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    38 Min.
  • S6 E209 Source Demoman turned into Ram (Jan 2026)
    Jan 15 2026

    This week on And Now for Something Completely Machinima, snacks are flowing, pretzels are implied, and Tracy throws us a curveball of a film pick. 🍪🎬

    We dive into “Demoram” by Livviathen, a lightning-fast, 90-second burst of animated chaos made in Team Fortress 2 and Garry’s Mod—and somehow packed with more storytelling, personality, and punch than films ten times its length.


    At first glance, it looks like old-school machinima. But look again, and you’ll spot razor-sharp animation choices, perfectly timed sound design, and a wild, Warner Bros.–style cartoon energy that feels both nostalgic and fresh. A furious Scottish cyclops ram, a doomed Scout, explosive slapstick violence, and blink-and-you-miss-it details all collide in a miniature masterpiece.


    We talk about:

    • Why less than half the action is actually shown—and why that makes it brilliant
    • How sound design carries the story as much as the visuals
    • The genius of using gaps, cuts, and implication instead of over-animating
    • Why Livviathen’s claim of “not being an animator” absolutely does not convince us
    • And how this short channels Bugs Bunny, Road Runner, and Ren & Stimpy… inside Source Filmmaker

    Plus, we explore Livviathen’s behind-the-scenes channel, her creature work (including the unsettlingly awesome Spantis), and why her workflow proves that instinct and timing matter just as much as polish.

    Short, silly, ferocious, and shockingly smart—Demoram is proof that machinima can still surprise us.


    👉 Watch along, then tell us: what do YOU call someone who animates like this if not an animator?

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

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    21 Min.
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