Strange Company: making Machinima films since 1997

HUGE announcement - and NEW FILM

Lolwut? Strange Company's releasing something?

Yes indeed. We have something of a big announcement - and this one is nothing to do with giant killer wasps.

Last month, we made a massive and very scary decision. We've invested in Strange Company's most ambitious and frankly terrifying purchase ever: two MVN motion-capture suits from dutch company XSens.


An opportunity this big demands... HEROIC POSES!

The MVN suits are used on multiple Hollywood productions. They were used on X-Men First Class, and are being used on the upcoming Wolverine movie. These things aren't hobbyist or semi-pro level - I'm not exaggerating when I say that we've now got the same mocap capabilities as some of the top Hollywood studios.

What do I mean by that? I mean that we're no longer going to be using motion capture that needs a lot of cleanup (which is one of the reasons that DKLS is so late), can't handle close movement, and has a range of 11'. With these suits, we can capture straight into Motionbuilder and directly onto our 3D characters (I can't tell you how exciting that is). The motion they produce is pretty much always flawless - on our test movie (below) I had to manually keyframe exactly one thing, and that's because I got it wrong. They can capture grappling, they can capture sword movements, they can capture actors lying down or crawling. And their effective range is in the order of 100m radius.

Yes, I'm quite excited about this.

What does this mean? Well, it means that you can expect our output to change from "1 film every 4 years" to something a lot more aggressive. The speed and fidelity of capture from the XSens suits is frankly incredible. We've already been able to make one short test film, we've finished off the next two films in the series apart from camerawork and rendering, and on the 18th we're finally going to complete the mocap for our long-awaited Death Knight Love Story, the first part of which I'm hoping to release a couple of months down the line.

After that, it's full speed ahead for more mocap, the second part of Death Knight Love Story in a LOT less time, and then... who knows? We're already bouncing ideas around for an actual, honest-to-goodness once-a-week release series, either in Minecraft, WoW, or something else.

But for now, here's our first MVN mocapped film, a little piece I'm calling "Meet The Creeper". Enjoy!

Incidentally, if you want to get in touch, whether to talk about motion capture or just to say hi, please do. Comments are off here for now, although that'll probably change soon, but in the meantime you can get in touch via email at info AT strangecompany DOT .. org or via Twitter or Facebook. And yes, we are looking at providing mocap services for games, film and Machinima, so let us know if you'd be interested in that!

Strange Company And Charles Stross To Leverage Cross-Media Appeal Property For Impactful Demographic Targeting

### FOR IMMEDIATE RELEASE

Strange Company And Charles Stross To Leverage Cross-Media Appeal Property For Impactful Demographic Targeting

In these harsh times for digital artists and multimillionaire Cypriot investors both, it's time for a new approach to art.

That's why Strange Company's CEO [insert something like "Charismatic and successful CEO" here pls - HH] Hugh Hancock and bestselling author Charles Stross, after a series of high-level executive decision-making powows, have come together to form a dynamic, powerful new force of independent filmmaking.

"It's clear that the old ways just weren't working." said Hancock today ["interviewed in his spacious, successful offices in a prime Edinburgh location"? Just spitballing here - HH]

"Exploring new artistic techniques and standing up for information freedom might have worked in the hippy-dippy 90s, but the tough new world of austerity and strangely unsuccessful monetary policies calls for us to move with the times. Charles and I have been studying best practises in our biggest creative industries, and we're confident that we can deliver increased stakeholder value through segmented targeting of our existing demographic on a going forward basis - but don't worry, we won't lose touch with our old values!"

Stross and Hancock today announced the first project in this new portfolio: WASPOSAURUS REX!

Combining the super-scientific geekery of Stross's writing with the advanced CGI that Hollywood blockbusters show the public crave, WASPOSAURUS REX is sure to set the box office on fire. Set in a world where advanced genetic engineering has produced a dinosaur/wasp hybrid that can tap into the Internet to find its victims, a beautiful genius computer hacker must team up with a grizzled ex-Navy Seal to take down the unnatural creation of Science - before they hear THE BUZZING.

Sensitive to the needs of both the Facebook/Youtube generation and today's Internet-savvy financiers, WASPOSAURUS REX will also unveil exciting new value-added Internet technology.

"Charles has long stood against dumb Digital Rights Management solutions, and we're sympathetic to that." said Hancock.

"That's why WASPOSAURUS REX's online-only nature delivers so much more than just a restrictive digital environment - it's an entire world online, where fans of the film can chat, create User-Generated Content like, ooh, wallpapers and stuff, and even share very limited clips of the film with their friends! Based on the model developed for hit computer game Sim City 5, we're confident that fans will love being connected to a whole world of WASPOSAURUS REX viewers who can talk to them at ANY time!"

WASPOSAURUS REX is currently in early pre-production, and Stross and Hancock remain in high-level creative discussions which both parties describe as "trying ... but of course fruitful".

However, Strange Company are already accepting applications for our revolutionary new MRI-screening process to ensure that the film is delivering the appropriate amount of fun at all times.

If you'd like to register for this invasive [no, I said "innovative" - HH] new procedure designed to ensure that WASPOSAURUS REX delivers the right amount of excitement, romance and terror straight to YOU, please contact us directly, including a waiver form. Note that due to the request of our HFCS lobby partners, all participants may be required to participate in an exciting Intubated Beverage program designed to perfectly simulate a high-caffine, high-sugar cinema environment!

Strange Company: Twitter | Email

Hugh featured in Village Voice - plus, DKLS news!

No, we're not dead! In fact, we're busier than ever. Lots of news coming soon, but for now, let's just say that Death Knight Love Story's second part will be using some very exciting motion capture technology...

In other news, Hugh was interviewed for a piece in LA Weekly and the Village Voice as the founder of Machinima.com.

More soon!

Why there's no Death Knight Love Story release date yet

I get asked about the release date for Death Knight Love Story, naturally. So, I thought it might be worth writing a brief post - inspired by a comment from John Aprigliano on Facebook - to give you some idea of the complexity of estimating that sort of thing!

We're in totally new territory for Strange Company with DKLS. We've never used ANY of the software we're using, with the exception of 3D Studio Max, before. Some of it - in fact, most of it - has never been used on a major production before. Our renderer, Mach Studio Pro 2, was only released in July, and the company that makes it is sadly now out of business. Our tool for exporting from World of Warcraft is in constant development by the brilliant guys at Machinima Dev, and often we're encountering situations that it's probably never been used for before. As a result of all this, we're learning massive amounts every day.

Just yesterday we discovered a feature of the renderer we're using which completely changes how we set up the lighting - given that the renderer is incredibly new, currently discontinued and we're one of the few groups in the world using it, we may be world-first on this. We're still in continuous development on our animation process - we had a total game-changer on that two weeks ago - and even the story and character design are in continuous flux as we iterate (although the basic spine of the story and the key characters are now set).

It's very exciting, but speaking as the guy financing the project, it's not exactly a stable process yet!

And that's before we even start on the standard issues behind predicting the release of any project on the intersection of creativity and technology. There's a reason that 'when it's done' is a standard joke amongst computer gamers when referring to game release dates - the release process is chaotic, in the mathmatical sense of the word. There are too many variables with non-linear, non-predictable effects - we honestly just don't know!

All of this might make the entire thing sound like chaos. And, to a certain extent, it is. But it's supremely exciting chaos, the same sort of chaos that probably surrounded Dreamworks during the production of the first Shrek movie. We're going somewhere no-one has gone before - and every time we suddenly discover a new 'make it pretty button', as it's becoming termed at SC, the quality of what we're creating leaps up. We're now well past the 'Machinima' standard, and progressing into and up through conventional animation standards. It's wonderful to see.

So, when will we release? No idea. What will it look like? I can't tell you precisely. I can just tell you it's going to be the best thing we've ever made, by far.

When it's done.

We're still here, and we're still working away!

Death Knight Love Story has gone from an ambitious project to a downright HUGE project - we're shooting for serious, close-to-Hollywood levels of quality now, with a full-time animator for the last year and serious top-end rendering.

Hopefully we'll have some screenshots of the new version of the film soon - we've done a Valve Software and restarted from scratch with new tools and a new approach - but for now, yep, we're still here!

So how are we making Death Knight Love Story happen?

"...and then, the magic happens."

Picture by Erin Hardee

That roughly sums up what we knew for sure about how Death Knight Love Story would be made. That was way back when in the mists of time, or at least 9 months ago when Death Knight Love Story was starting to come alive. Since then, we've figured most of it out from first principles. So for those of you who are curious about how it's being made, like we were back then, here's a quick run down of the methods we're using right now to make the magic happen.

Making an animated film divides into two halves: finding and recording our voice actors, and creating the visuals and animation that you'll see on the screen.

You might know that we're bandying some big names about in connection to the film's voice recording. If you didn't - well, we are. In fact, we've just finished that side of things and I'd go as far as to say it was a fairly simple affair - which doesn't mean it was easy. Just that getting household-name actors to star in Death Knight Love Story wasn't as impossible as you might think - although it was a pretty surreal experience

We started off by taking our chances. We met with Gail Stevens, one of the UK's top casting directors and, well, asked nicely. She took a shine to Death Knight Love Story and so we worked with her to develop a cast list of potential actors for each role. Hugh Hancock, the writer/director of Death Knight Love Story, said that the initial casting sessions were a strange experience, as they sat with lists of incredibly famous actors crossing them off because they didn't fit the character!

Over the next few weeks Gail and her team put a lot of work into hunting down actors to find out if they were interested in the film and could fit it into their schedules. Brian Blessed, in particular, was both so interested and busy that he deliberately made time for Death Knight Love Story and even discussed coming to Scotland to record if the motorway-closing snow in southern England earlier this year had persisted.

In fact all four actors were very enthusiastic, which was a delight for us from the moment they said 'yes' to the day of recording. The recording itself took place at The Sound Company in London, the same place where Aardman Animation recorded Curse of the Were-Rabbit - bit of a different style of animated project there! The exception was Jack Davenport's recording, which took place in the ether somewhere between a skype connection and a sound studio in Los Angeles, where Jack was otherwise recording for JJ Abram's new series Flash Forward (and had navigated 9am LA rush-hour traffic to record for us!)

So the voice recording is all wrapped up and there are copies scattered in secure locations around the country, just in case we wear the master-copy out listening to "Gordon's Alive?!" But the sound, music and visuals are works in progress.

The visual side of things is where the real ground-breaking stuff is happening. Since Machinima is all about pupeteering we are of course using those traditional techniques - but we're combining them with new animation technology and some funky tricks you might have seen in films like Avatar. And with special ping pong balls.

The first step is capturing performances. We're using a motion capture studio, much like the ones used on "Avatar" and "Lord of the Rings". Using the NaturalPoint "Arena" motion capture system, we're using a motion capture suite and accompanying 'Arena' software to capture the movements our motion capture actors are making. In contrast to James Cameron's approach, we're treating performance capture as an animation technique, and working with dancers and martial artists - people who can use their bodies as an animation tool - to create a very different style of performance capture.

You might be wondering what a motion capture space looks like. It's actually not that fancy or high-tech to look at. Imagine a huge, grey-walled floodlit room with no heating, which is something you really, really notice in mid-winter. In that space think of 6 camera tripods in a hexagon on some dust sheets with wires trailing all over the place and attaching to small, delicate, expensive things. Got that? Good. You've now got an accurate picture of an average motion capture space - or at least, of ours.

We knew at the beginning that this was an exciting, cutting edge technology - you know, the type that is quick and simple to set up. Or not. I seem to remember it took us about a month to go from receiving the motion capture system to actually capturing any useful motion - in between getting ill from dust inhalation in a basement we'd borrowed. When we finally rented our space in the warehouse, it took us something like three days to edge cameras into the right place, set the system up so it worked, and patch our software. Then, we started wanding - waving a great long wand with a special ping-pong ball at the end, for minutes at a time. That's not as bad as it sounds - it's actually callibrating the system to understand the space we're in. Once it was done, we began recording motion by getting our motion capture actors to wear suits with ping-pong balls on them and directing them through the scenes.

(They're not actually ping-pong balls. We wish they were. Ping-pong balls are an awful lot cheaper.)

So Death Knight Love Story is using motion capture for all the characters and for all the scenes, from argument to combat to stolen moments in an ancient, tainted forest. We're then transferring the data from the motion capture suite to 3d Studio Max and Motionbuilder. It's there that we're transposing the movement data on to each character's unique and hand-made animation, or skin, and puppeteering them within the World of Warcraft universe to tell a love story between two death knights. From there, Hugh sets up lighting and camera angles, adds additional animation, creates sets, and does a lot of other things that apparently involve a fair amount of swearing. But the results are beautiful.

Interested in more details of how the DKLS production goes? We'll have more articles, pictures and video of the process over the next few months. If there's anything you're particularly curious about, please do let us know!

- Rebecca Judd is the "embedded blogger" on Death Knight Love Story, and has been following its production since the beginning. She also writes on World of Warcraft-related topics over at World of Matticus

Death Knight Love Story website live

The website for Death Knight Love Story is now live, including first pictures of the project!

Let us know what you think! (and if you find any bugs).

Death Knight Love Story - mockup website - give us feedback!

Have a second and fancy helping Death Knight Love Story out? We'd really like to know what you think of our website mockup.

We're currently preparing the Death Knight Love Story website for our launch at the end of this month, and today we've got a quick behind-the-scenes and a request.

The behind-the scenes is a mocku...p of the DKLS frontpage, including a shot - the first, I think - of the animatic for Death Knight Love Story. The film will end up prettier than this, but it's where we're at now.

The request? Well, we know we've got pretty discerning and talented people following this project, so I'd be really interested to hear what you think of the mockup. Any comments or suggestions are great - even a simple "I like it/don't like it" will help a lot.

Thanks in advance, and looking forward to reading your comments!

Here's the link to the mockup.



Death Knight Love Story cast: Joanna Lumley, Jack Davenport, Anna Chancellor, Brian Blessed

It's been distinctly quiet on here for a while, I know. But that's because Strange Company have been working away on Death Knight Love Story, some of the coolest details of which I couldn't announce - until now.

So, with no further ado - the principle voice cast for Death Knight Love Story, in order of appearance:

Joanna Lumley rose to fame as a result of her work on The New Avengers and Sapphire and Steel, but is probably best known internationally for her role as Patsy in the BBC series Absolutely Fabulous. She is described by the Internet Movie Database as "One of the most recognisable voices in the UK".
Jack Davenport shot to international fame with his role in the Pirates of the Carribean series, and is now known as one of the stars of JJ Abrams' Flash Forward. He is one of the UK's best-known television stars, playing the lead in series including This Life, Ultraviolet and Coupling.
Anna Chancellor is familiar to virtually all Brits from series like Pride and Prejudice, Tipping the Velvet, Spooks and Kavanagh QC. Internationally she's best known for her role as "Duckface" in the international mega-hit Four Weddings and a Funeral.
Brian Blessed could quite reasonably claim to be one of the best-known Britons the world over. One of the world's greatest Shakespearean actors, he's equally well known for his larger-than-life performances in Flash Gordon, Blackadder and The Phantom Menace and his acclaimed work in I Claudius, Kenneth Branagh's Hamlet, and the original cast of Cats.

I really can't express how happy I am to be working with actors of this calibre. I've spent the last three months in a state of shock. Their performances are just amazing - I can't wait for the world at large to see this film.

Obviously, we don't have a lot of information up on the web yet, but we will be putting more and more up over the coming months, including lots of behind-the-scenes stuff from the production. To stay in touch with what's happening with Death Knight Love Story:


(HUGE thanks to Gail Stevens, our amazing casting agent, and to Chris Jones, who first suggested that maybe I should try and get some well-known actors in...)

Hugh interviewed at the Cambridge Film Festival

Just a quick one - Iain Friar, aka Iceaxe, recorded an interview with Hugh at the Cambridge Film Festival - and here it is.

Hugh at Ephemeral Media - video

Andrew Burden at the University of Nottingham has very kindly pointed me to a YouTube video of my presentation on Ephemeral Machinima - including an impersonation of Jeremy Clarkson.

And in non-Ephemeral Media news...

I've just looked back and noticed that our last three entries were all Ephemeral Media stuff.

We ARE doing other things! Currently, Strange Company is dipping a toe in the world of motion capture (more on that soon), working on a new, high-production-value short film, and lining up for a few more speaking engagements this Autumn. Notably, Hugh will be introducing the Machinima program at the Cambridge Film Festival on September 25th at 16:00. See some of you there, I hope!

Writeup of Hugh's keynote at Ephemeral Media

Susi O'Neill, producer on the Education for Life project that Hugh recently consulted on, has written up the Ephemeral Media workshop last week at which Hugh was keynoting. Lots of interesting stuff!


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