tag:blogger.com,1999:blog-55348022084224105772024-03-22T13:05:40.681+01:00A Pixelated Point of ViewA blog behind the films, and beyond.Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.comBlogger57125tag:blogger.com,1999:blog-5534802208422410577.post-43901705626617619842024-03-22T12:55:00.004+01:002024-03-22T13:04:55.582+01:00RELEASE: Incantaro<p> </p><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1N9xL4Kw1Og5vkM1eaQ7bOH5sIoKrw9cgj8qzFfZAxchaQni1LsFiVcpBEU-24lHOEtwMPT5pqwGBbXEkLq1tZ2XlbKtqyGhmYdWZcPQrPEn8xhoTYI8wemoZwMZh-uu74gFyd3Jdlo3LKWXjuniWNE7VLpHFwd-_hjN99ntlIUL2mrhOhV4U_TJMp00/s1920/Incantaro_033.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1N9xL4Kw1Og5vkM1eaQ7bOH5sIoKrw9cgj8qzFfZAxchaQni1LsFiVcpBEU-24lHOEtwMPT5pqwGBbXEkLq1tZ2XlbKtqyGhmYdWZcPQrPEn8xhoTYI8wemoZwMZh-uu74gFyd3Jdlo3LKWXjuniWNE7VLpHFwd-_hjN99ntlIUL2mrhOhV4U_TJMp00/w640-h272/Incantaro_033.png" width="640" /></a></div><p><b></b></p><div class="separator" style="clear: both; text-align: center;"><b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDvXKt4yBz1QWUwBccZoGq4Vm4jZ6o9yOC54ZFOmc3QXdGgegQK881heyiC68wE5aMiyp4KAEqVUxDK2bvnBZ9xsrQFouoYksKqDRoWV3GWt2a8trBZkifjNY6yTdyk263uqkYU3MZ3GVxHgWfG-tqvMf4jVZamEreFJr2H1-27R2Q0U7qSsTgqRd9bEk/s1920/Incantaro_032.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDvXKt4yBz1QWUwBccZoGq4Vm4jZ6o9yOC54ZFOmc3QXdGgegQK881heyiC68wE5aMiyp4KAEqVUxDK2bvnBZ9xsrQFouoYksKqDRoWV3GWt2a8trBZkifjNY6yTdyk263uqkYU3MZ3GVxHgWfG-tqvMf4jVZamEreFJr2H1-27R2Q0U7qSsTgqRd9bEk/w640-h272/Incantaro_032.png" width="640" /></a></b></div><b><br /></b><p></p><p><b> Incantaro</b></p><p>Today, we'll be traveling back in time. Twenty-two years to be exact; to relive past events of when the Chamber of Secrets was re-opened. A past, relived, once again, as today marks the release of 'Incantaro': an experimental visual study and outlook on the 2002 rendition of the Harry Potter universe found within the GameCube port of <i>'Harry Potter and the Chamber of Secrets'</i>.</p><p>Developed by <i data-renderer-mark="true">Eurocom </i>and Published by <i data-renderer-mark="true">EA</i>
in November of 2002, Incantaro is my very first console-based machinima
project and sheds light on a game that is considered for many, myself
included, a hidden gem, somewhat underrated and a highly personal
favorite. The name Incantaro is a word-play on the word incantatum, which is quite fitting for a film taking
place inside of the Harry Potter universe.</p><p>The film was recorded solely inside of the Dolphin emulator, a piece of
software that allows users to play Nintendo GameCube and Nintendo Wii
games on a computers. While doing so, the user is able to enjoy various
quality-of-life improvements, such as higher rendering resolutions,
graphical updates, anti-aliasing and custom controller mapping.
Furthermore, what makes the Dolphin emulator highly interesting for
filmmaking are their <i>‘custom texture’</i> and <i>‘free look camera’</i> functions. </p><p></p><p> Literally, with a mere few mouse clicks, the player is able to conduct
camera manipulation in over 1500 potential games (both GameCube and Wii)
from the get-go with little to no setup. Imagine the possibilities for
machinima in games such as <i>Mario Kart Double Dash</i> or <i>Super Mario
Sunshine</i>, or perhaps <i>Xenoblade Chronicles</i>, <i>Monster Hunter</i> and <i>Metroid
Prime</i>.</p><p>Everyone has a game, book, event or movie that one keeps closest to
their heart and soul. For me, Harry Potter and the Chamber of Secrets
for Nintendo GameCube is that game; no questions asked. Having initially
purchased the game shortly after its release in November 2002 on
somewhat of a whim (CoS was my favorite book and I was looking forward
to the film), I have easily sunk hundreds of hours into the game;
exploring the castle, collecting Witches and Wizards Cards, defeating
enemies, flying around on my broom, collecting Bertie Bott’s Every
Flavor Beans and simply ‘Flipendo-ing’ the heck out of everyone I came
across. What set this game apart for me, personally, is the excellent
lighting engine, the diversity of the story and activities, smooth
overall gameplay experience, the full implementation of Quidditch (full
training session and full season consisting of three matches!) and its
masterful soundtrack originally composed by Jeremy Soule. Where most stopped playing the game after a few months or so after the film released, I kept coming back to relive its' magic over and over. From hot summer saturdays to rainy autumn wednesday afternoons. </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdOFqcHPNzNqRnRKURs05f6Y_qzcwbYsS3la3myCCSRZHGqC1tuBBuKGhlLswOno9344dTtEiQXnKcq9npOKQFTXx0gRzh3oZAiaUq4wNwBkXLMXPkIrgRiUBMniP_K7GVwE1lyMSa5zlwhA39tr_OUtrJFbQyuVhbUkXUAwvVN9VLYWzGSdjhZeJO0cM/s1920/Incantaro_037.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdOFqcHPNzNqRnRKURs05f6Y_qzcwbYsS3la3myCCSRZHGqC1tuBBuKGhlLswOno9344dTtEiQXnKcq9npOKQFTXx0gRzh3oZAiaUq4wNwBkXLMXPkIrgRiUBMniP_K7GVwE1lyMSa5zlwhA39tr_OUtrJFbQyuVhbUkXUAwvVN9VLYWzGSdjhZeJO0cM/w640-h272/Incantaro_037.png" width="640" /></a></div><br /><p></p><p><b>Breaking Magical Boundaries</b></p><p><b> </b>Diving further into the concept of console-based machinima: last July I
released a new installment of the APPOVTALK-series. The video enjoyed a
runtime of almost 12 whopping hours and included a full 100% playthrough of the game, alongside personal commentary and lots of
technical insights and hands-on live examples regarding camera
manipulation with the Free Look Camera. This latest installment of APPOVTALK serves as the bridge between
the introduction of console-based machinima and the film, Incantaro,
itself. It is an exhaustive introduction towards the phenomena of
console-based machinima by using Harry Potter and the Chamber of Secrets
as a case study.</p><p> Breaking Magical Boundaries stands, in hindsight, for the invisible
barrier known as the in-game camera. Used and perceived by millions, yet
an invisible gameplay element perceived as-is; overlooked and
underexposed; yet such a key ingredient and important puzzle piece for a
proper introduction regarding console-based machinima.</p><p> While console-based machinima might sound straightforward, it really is
not as there are deeper phenomena at play. APPOVTALK 3 - Breaking
Magical Boundaries grasps the opportunity head-on to dive deeper into
camera manipulation, texture manipulation and various aspects of
troubleshooting regarding opportunities, challenges and issues which
would arise during machinima production in GameCube/Wii games.
APPOVTALK 3 starts with an introduction in the form of a presentation,
continues on with the actual gameplay - commentary - creative insights
and camera manipulation and ends with a very preliminary conclusion in
presentation format in order to try to answer the question: <i data-renderer-mark="true">“From a highly preliminary perspective, to what extent can we find machinima potential inside of Nintendo GameCube games?”</i></p><p><i data-renderer-mark="true"> </i></p>
<div style="text-align: center;"><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/6QL8kKURGYg?si=Px9N-Xtnub5i1wNc" title="YouTube video player" width="560"></iframe></div>
<p><b><span data-renderer-mark="true"> </span></b></p><p><b><span data-renderer-mark="true">Production Process </span><i data-renderer-mark="true"><br /></i></b></p><p data-renderer-start-pos="5866">Heading back to Incantaro, production commended in March of 2023 and was concluded in May of that same year, around the same time when 'Breaking Magical Boundaries' was initially streamed. Footage was captured by using the free-look camera and the texture manipulation options within Dolphin and the well-known capture software OBS. The film’s production process embraced the at this point well-known feeling and interpretation approach that I often use for post-production. However, this time I decided to use it for both production and post-production. I created an overview of all the maps found within the game and used a number of developer debug menus to swap between the various maps (credits to fellow HP-enthusiast Angel Sandro for bringing back the developer debug menu with a cheat code). Once the map was loaded, I used the F&I approach to move about around the map, and record footage until I was simply convinced there was nothing left to capture in terms of footage and perspectives.</p><p data-renderer-start-pos="6679">Once production concluded, I conducted a rough sweep of the recorded footage by checking every piece of footage and deleting pieces of footage that did not meet expectations at that time. All the footage was categorized in folders during post-production based on the map where they were recorded. Shots were selected randomly and based on feeling. Once a rough offline edit was completed around and near the end of the summer, the runtime clocked in at around 20 minutes. The slow pace, which I initially used in AR3NA and Regression 4 and was found to be very fitting within these projects, simply did not fit Incantaro for some reason. I changed this by implementing a higher tempo in the edit, which decreased the total runtime to approximately 7.5 minutes. While doing so, I took the opportunity to critically look at the selected shots once more and deleted another number of them that were found to be redundant or their surroundings/arena too overly present within the general ‘balance’ of the film. I found this newly decreased runtime to be more fitting, bite-sized and digestible in terms of overall experience and consumption. The amount of shots will perhaps be a lot to take in all at once, but I found the idea of ‘burst consumption’ pretty interesting for this new machinima installment and thus decided to give it a try.</p><p data-renderer-start-pos="7995">Depthmaps also make a return in Incantaro. While Dolphin in itself is unable to generate depth of field maps, I was able to use a third-party plugin that generated depth of field maps for me based on the shot input, further adding to the cinematic aesthetic alongside other visual effects such as cinematic grading, noise and cinematic audioscapes. </p><p data-renderer-start-pos="8357">The audio track was solely created with sound effects found in the game in combination with a number of experimental drone/ambient tracks composed by Serat. While in production, I turned off the game’s music completely in order to only allow the sound effects to be recorded. During the audio post-production process, I, again, used the same F&I approach to layer various background sounds and sound effects in order to generate a whole new soundscape on a shot-to-shot basis. Afterwards, the experimental drone-type tracks composed by Serat were added to compliment and complete the established soundscape.</p><p data-renderer-start-pos="8357">Incantaro serves as a definitive visual study and experimental point of
view towards a classic game and the many personal memories attached to
it. Enjoy.<br /></p><p data-renderer-start-pos="8357"> </p><p data-renderer-start-pos="8357" style="text-align: center;"><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="315" referrerpolicy="strict-origin-when-cross-origin" src="https://www.youtube.com/embed/01FcPR_0QHw?si=Op1J9LXYYk_IWS41" title="YouTube video player" width="560"></iframe> <br /></p><p data-renderer-start-pos="8357"> </p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Incantaro</b></p><p data-renderer-start-pos="8357" style="text-align: center;"> </p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Produced by A Pixelated Point of View</b></p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Released:</b> Friday, March 22nd, 2024<br /></p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Runtime:</b> 7'22"<br /></p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Color/BW: </b>Color</p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Aspect Ratio:</b> 2:35</p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Resolution:</b> 1920x816</p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Genre:</b> Machinima, Experimental, Visual Study</p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Framerate:</b> 24fps</p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Audio:</b> Stereo, -16LUFS</p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Color Space:</b> REC.709 </p><p data-renderer-start-pos="8357" style="text-align: center;"><br /></p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Harry Potter and the Chamber of Secrets (2002)</b></p><p data-renderer-start-pos="8357" style="text-align: center;">Developed by Eurocom Entertainment Software</p><p data-renderer-start-pos="8357" style="text-align: center;">Published by Electronic Arts</p><p data-renderer-start-pos="8357" style="text-align: center;"><br /></p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Software and Mods:</b></p><p data-renderer-start-pos="8357" style="text-align: center;">Dolphin Emulator, Custom Textures and Free-Look Camera, by the Dolphin Emulator Project</p><p data-renderer-start-pos="8357" style="text-align: center;">Developer Debug Menu Cheat, by Angel Sandro</p><p data-renderer-start-pos="8357" style="text-align: center;"><br /></p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Music:</b></p><p data-renderer-start-pos="8357" style="text-align: center;"><b> </b></p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Sound Effects </b></p><p data-renderer-start-pos="8357" style="text-align: center;">found inside Harry Potter and the Chamber of Secrets (2002)</p><p data-renderer-start-pos="8357" style="text-align: center;">Composed by EuroCom Entertainment Software<br /></p><p data-renderer-start-pos="8357" style="text-align: center;"> </p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Dark Transmission</b></p><p data-renderer-start-pos="8357" style="text-align: center;">Composed by Serat</p><p data-renderer-start-pos="8357" style="text-align: center;">Obtained from freemusicarchive.org</p><p data-renderer-start-pos="8357" style="text-align: center;">CC-BY-4.0 License</p><p data-renderer-start-pos="8357" style="text-align: center;"> </p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Rapid Waters<br /></b></p><p data-renderer-start-pos="8357" style="text-align: center;">Composed by Serat</p><p data-renderer-start-pos="8357" style="text-align: center;">Obtained from freemusicarchive.org</p><p data-renderer-start-pos="8357" style="text-align: center;">CC-BY-4.0 License</p><p data-renderer-start-pos="8357" style="text-align: center;"> </p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Son of the Vampire<br /></b></p><p data-renderer-start-pos="8357" style="text-align: center;">Composed by Serat</p><p data-renderer-start-pos="8357" style="text-align: center;">Obtained from freemusicarchive.org</p><p data-renderer-start-pos="8357" style="text-align: center;">CC-BY-4.0 License</p><p data-renderer-start-pos="8357" style="text-align: center;"> </p><p data-renderer-start-pos="8357" style="text-align: center;"><b>Bar Tel Aviv<br /></b></p><p data-renderer-start-pos="8357" style="text-align: center;">Composed by Serat</p><p data-renderer-start-pos="8357" style="text-align: center;">Obtained from freemusicarchive.org</p><p data-renderer-start-pos="8357" style="text-align: center;">CC-BY-4.0 License</p><p data-renderer-start-pos="8357" style="text-align: center;"> </p><p data-renderer-start-pos="8357" style="text-align: center;">© Jordy Veenstra 2024</p><p data-renderer-start-pos="8357" style="text-align: center;">© A Pixelated Point of View 2009 - 2024</p><p data-renderer-start-pos="8357" style="text-align: center;"><b> </b></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUa1aATrHGxoYNlqReqrdmaV6S2uEBSjjInvUGOQ2MkPQ9rMAoyIeBlrUHaeYFWxX4nyE7HY2yJu7-rXEO_WYEGLSB_2PlAZg4vWgnESShkfSgE0Q7NK1nPBHynes_G9IWluxfyU4Zht59kYnG11lQirBGPnO8DP8sOBc1SilJJk6XbayGil5MIlisQek/s1920/Incantaro_002.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUa1aATrHGxoYNlqReqrdmaV6S2uEBSjjInvUGOQ2MkPQ9rMAoyIeBlrUHaeYFWxX4nyE7HY2yJu7-rXEO_WYEGLSB_2PlAZg4vWgnESShkfSgE0Q7NK1nPBHynes_G9IWluxfyU4Zht59kYnG11lQirBGPnO8DP8sOBc1SilJJk6XbayGil5MIlisQek/w640-h272/Incantaro_002.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a 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href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqbDSecL0jUWx2kEHPokwcw7lkrCqO0E1XafL8xuN3nfvRvqykebHf0TWsn9m5PoTrkIEnOwnVi_gIQR4-dK6vC6gT_c3NzP-hULKRz3sqTASA5HUVkZzMNIrjvtlp5yg7GqOSSq2H5vFafOPjGT4-TXaZ-uqBzQ78kNbrWGYiizkOrvWCGHLKTQoMXbM/s1920/Incantaro_011.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqbDSecL0jUWx2kEHPokwcw7lkrCqO0E1XafL8xuN3nfvRvqykebHf0TWsn9m5PoTrkIEnOwnVi_gIQR4-dK6vC6gT_c3NzP-hULKRz3sqTASA5HUVkZzMNIrjvtlp5yg7GqOSSq2H5vFafOPjGT4-TXaZ-uqBzQ78kNbrWGYiizkOrvWCGHLKTQoMXbM/w640-h272/Incantaro_011.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifyrTlLfDTJFkGKm1UNcvllpNw-spa-9gdrzi-oRRPlXDP8Rs56cWh6o-kLlsmNcq2EMj6EOSyHEclM5b31yzJlHLpg5qLHG4grYeH3xs7UFt66c8veezt2AMaBt9k1CWIswjKtahUqmoLZJuX3sdIWJSFVZUznnXN_m4mLKvOkBAgZZKqXHpmtmZvGfk/s1920/Incantaro_019.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifyrTlLfDTJFkGKm1UNcvllpNw-spa-9gdrzi-oRRPlXDP8Rs56cWh6o-kLlsmNcq2EMj6EOSyHEclM5b31yzJlHLpg5qLHG4grYeH3xs7UFt66c8veezt2AMaBt9k1CWIswjKtahUqmoLZJuX3sdIWJSFVZUznnXN_m4mLKvOkBAgZZKqXHpmtmZvGfk/w640-h272/Incantaro_019.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf68-H12P8Vj9kE5r9BHXT8C82mYYP38WJn6Ph3pWfbXga1rVNOlsHnam4NJIo5z5x8Ekyu6EqkAtJesaab8wtGdg5fvNinohasBhUsgj_y37nlEFXbFfQh_HxuZGg9RxMf6yXZw88a5JUw0OM44ud8vAmcE9Jd3m_VT-0oAkzC0_lAO_xGCTYTk4DGME/s1920/Incantaro_024.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgf68-H12P8Vj9kE5r9BHXT8C82mYYP38WJn6Ph3pWfbXga1rVNOlsHnam4NJIo5z5x8Ekyu6EqkAtJesaab8wtGdg5fvNinohasBhUsgj_y37nlEFXbFfQh_HxuZGg9RxMf6yXZw88a5JUw0OM44ud8vAmcE9Jd3m_VT-0oAkzC0_lAO_xGCTYTk4DGME/w640-h272/Incantaro_024.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjclmg0qGTjXfuIDdsbViuXOflsiGc4Zw5_9xJMZ6HQUuOWeINaLQ4o7JbMgEEPqNXdB2ntFVagoyiLPGyHOfak4Atw_YAOw88agZHZGeaOiRWX74bkRCsxQOYMz6YFBYxkY3_8tJX6Xr3puR4qx-Pl_v5vO0oDn5LNGVx-mNygqx43LEctOuWgabxid2Y/s1920/Incantaro_034.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjclmg0qGTjXfuIDdsbViuXOflsiGc4Zw5_9xJMZ6HQUuOWeINaLQ4o7JbMgEEPqNXdB2ntFVagoyiLPGyHOfak4Atw_YAOw88agZHZGeaOiRWX74bkRCsxQOYMz6YFBYxkY3_8tJX6Xr3puR4qx-Pl_v5vO0oDn5LNGVx-mNygqx43LEctOuWgabxid2Y/w640-h272/Incantaro_034.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhJwBlKDCuEnncqyJ7YzTVcLcoIqmsy76sza4qcsJQyo7Y9Y2Uag1vX_dR68ziASlW0vL6fies3SDdseksZbpR85F8_W4UkliXPir0cov-A7pZB2qCBPnzasAzUKQYgoeBpEbnfWRcetzNiG5oL_Ii4ixA92U2nejwHlDT-DzG-iObBlUgDRBjNNXk0p4/s1920/Incantaro_036.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhJwBlKDCuEnncqyJ7YzTVcLcoIqmsy76sza4qcsJQyo7Y9Y2Uag1vX_dR68ziASlW0vL6fies3SDdseksZbpR85F8_W4UkliXPir0cov-A7pZB2qCBPnzasAzUKQYgoeBpEbnfWRcetzNiG5oL_Ii4ixA92U2nejwHlDT-DzG-iObBlUgDRBjNNXk0p4/w640-h272/Incantaro_036.png" width="640" /></a></div><br /><div class="simple-translate-dark-theme" id="simple-translate"><div><div class="simple-translate-button isShow" style="background-image: url("moz-extension://e235f86a-0915-db4f-865b-2a5e20d22851/icons/512.png"); height: 22px; left: 53px; top: 307px; width: 22px;"></div><div class="simple-translate-panel " style="font-size: 13px; height: 200px; left: 0px; top: 0px; width: 300px;"><div class="simple-translate-result-wrapper" style="overflow: hidden;"><div class="simple-translate-move" draggable="true"></div><div class="simple-translate-result-contents"><p class="simple-translate-result" dir="auto"></p><p class="simple-translate-candidate" dir="auto"></p></div></div></div></div></div>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-72481395021284541782024-02-15T16:14:00.004+01:002024-02-15T16:22:56.446+01:00February Update (Huge)<p>It's time to catch up on what is going on behind the scenes! There's quite a bit going on, so let's start right away.</p><p><br /></p><p><b>A new milestone for Incantaro</b></p><p>The edit for Incantaro has been definitively locked last weekend after the grading process was completed on sunday alongside the final selection of shots that are to be featured in the film. This means that in terms of visuals, the film has finally been considered complete and definitive. Incantaro clocks in at a runtime of approximately seven to seven and a half minutes and uses the idea of 'burst consumption' that was described in my earlier post from October last year. The grading process was quite extensive and exhausting at times, so I do really consider this a milestone. Sometimes I was grading shots for hours on end that literally lasted four to ten frames, which could make feel the progress real slow at times. Yet, in the end, it was all worth it when all the shots were neatly lined up on the timeline. </p><p>I always was of opinion that the game aged fairly well and remained relevant and consistent in terms of sound quality, lighting and overall experience, considering it was made to run on IBM PowerPC hardware; little did I know that a Harry Potter game from 2002 could achieve such a nice cinematic look.<br /></p><p>Next up on the agenda is to create the audiomix for the film. The audiomix will be based on an audioscape made from the audio found within the game. In style it will be similar to AR3NA, in terms of execution more in line with how the audiomix for DUSK was conceived. </p><p>I will start audio post-production and mixing from this weekend (feb. 16) onward. <b>I am currently aiming for a late march release for the project. </b></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi10N7yC-6_tsS2_ZNf1MbKVF4cpwv0Ur4HgyktH-llO3s5TnZgzsfJ5q-3INtadcM4xGZi4w8aGtYwEjA8h0FeTFljq0NECCzq5BGdQo_34Gbu8azyz_ZAeE_fJr3Dt56E5yl7thOQE8Kw-h6FJOdCqJs9CLoWoetSBxC0FE9VC1Gy5txndH9JMplG-B0/s1920/Incantaro01.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi10N7yC-6_tsS2_ZNf1MbKVF4cpwv0Ur4HgyktH-llO3s5TnZgzsfJ5q-3INtadcM4xGZi4w8aGtYwEjA8h0FeTFljq0NECCzq5BGdQo_34Gbu8azyz_ZAeE_fJr3Dt56E5yl7thOQE8Kw-h6FJOdCqJs9CLoWoetSBxC0FE9VC1Gy5txndH9JMplG-B0/w640-h272/Incantaro01.jpg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib5eTWna5JLgapaWln_VFspZ4i9L1lqqbCePvmB6BbLAUfBvEhH-nrSREnq0Sl6rAt6igVOPXjsd6ZCKkea2a7LX-F94fuC81BGnCi-2ZGeieb_ORlKIRWd8vDg8qSh-rgNpdTgbZDICoocMB2CycXdtc4HuoJZBCnYc4uVhqy3BQBA2ora1FNHMLOvkc/s1920/Incantaro02.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib5eTWna5JLgapaWln_VFspZ4i9L1lqqbCePvmB6BbLAUfBvEhH-nrSREnq0Sl6rAt6igVOPXjsd6ZCKkea2a7LX-F94fuC81BGnCi-2ZGeieb_ORlKIRWd8vDg8qSh-rgNpdTgbZDICoocMB2CycXdtc4HuoJZBCnYc4uVhqy3BQBA2ora1FNHMLOvkc/w640-h272/Incantaro02.jpg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvbkYVkedSIbQSRxYySrCKjX6lRp0A9HWRWeYWt43812lsLsWIEgK1VoAvFrtSSYRn9Tk_ywnv97ouqKK1s80w733za4iUBgnPFUamxMcFofCy2dW-xpp5rk6JpaKldctO8X9I4YQTXxEj7OqF1ovbNtEafqMMrDUnaYc9-QMkHOw25VnAp8tGCzw1-UA/s1920/Incantaro03.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvbkYVkedSIbQSRxYySrCKjX6lRp0A9HWRWeYWt43812lsLsWIEgK1VoAvFrtSSYRn9Tk_ywnv97ouqKK1s80w733za4iUBgnPFUamxMcFofCy2dW-xpp5rk6JpaKldctO8X9I4YQTXxEj7OqF1ovbNtEafqMMrDUnaYc9-QMkHOw25VnAp8tGCzw1-UA/w640-h272/Incantaro03.jpg" width="640" /></a></div><p><br /></p><p><b>Complementary Release: DEVEO</b></p><p>Introducing: <i>DEVEO</i>. It will be a complentary release for Incantaro and released in either 2024 or 2025. Although complementary, DEVEO will be a completely different, yet highly experimental short film that sheds new and improved insights on Harry Potter and the Chamber of Secrets. The film will combine a different point of view in terms of graphics. Of course, there will be the classic 2002 rendition of Hogwarts Castle in Incantaro, but on the other hand, in DEVEO, there will be a number of maps ported over to Cinema 4D and 'relighted' and highlighted from a more modern point of view thanks to a custom Python Script created by a fellow HP enthusiast by the name of 'pixel'. The Python script only works for the XBOX version of Harry Potter and the Chamber of Secrets, but except for some render distance, gameplay changes and slight graphical/UI changes and improvements, both versions are pretty much similar if not the same.<br /></p><p>This new thrilling point of view, alongside audio and video layering techniques, will be featured in DEVEO. Its name is derived from a wordplay on the latin meaning of the word 'curse'.<br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQgqfBfZDhBV20XsBa_xQF-Qyd_-I7l14VZWRboOXsMeJs1KZCF8v1NM5MxoEs5cRSIFoyeIi-lpTc0mXMmFlp7RfekmD_hBYtkk6XkA3UoQhKDmh5xLZB3rYiyCotOWL-LOPp4nxUwM9A7V0IsMNIWgYdXKNccrikXpDsI0cELSOetMgxgFDMHaWQs20/s2880/Screenshot%202024-02-11%20at%2012.14.07%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1800" data-original-width="2880" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQgqfBfZDhBV20XsBa_xQF-Qyd_-I7l14VZWRboOXsMeJs1KZCF8v1NM5MxoEs5cRSIFoyeIi-lpTc0mXMmFlp7RfekmD_hBYtkk6XkA3UoQhKDmh5xLZB3rYiyCotOWL-LOPp4nxUwM9A7V0IsMNIWgYdXKNccrikXpDsI0cELSOetMgxgFDMHaWQs20/w640-h400/Screenshot%202024-02-11%20at%2012.14.07%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">In-game entrance to the Chamber of Secrets by day<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcjVebiyNWOKZRzpo86REq66AySV6LO1LQXYqSzMQU9B_19nhVKTyPE7q8S7oW_JA21noXFJl85e9V1DitJLwVgA10q-FJnrQnNWTddyBpvzHO7aa7Gq2VXScFwfOfZAOACnMhvvVUTRkcy-gOUmAF7ACINg5w7GhZkDq66Sv9cwULYuBGyWnz_s9DCUU/s2880/Screenshot%202024-02-11%20at%2012.14.17%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1800" data-original-width="2880" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcjVebiyNWOKZRzpo86REq66AySV6LO1LQXYqSzMQU9B_19nhVKTyPE7q8S7oW_JA21noXFJl85e9V1DitJLwVgA10q-FJnrQnNWTddyBpvzHO7aa7Gq2VXScFwfOfZAOACnMhvvVUTRkcy-gOUmAF7ACINg5w7GhZkDq66Sv9cwULYuBGyWnz_s9DCUU/w640-h400/Screenshot%202024-02-11%20at%2012.14.17%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Entrance to the Chamber of Secrets in-game<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXsROYtokLfApfubXcGZhRSmbJrxDuZ0tXWKq6MfuqsAb1DfdrWxo4RkvuqCBlR9XXaCxGLShlj40LEJXrdhXKhuJjMkd7H-wV0zUKIRDDJOYlK7xs5aPmQU67vJWbGjn7qkzU4c46TzFZDgqpekdQoNasWy03qFCP1SahDmWNsrKqBJaHFb0UIYWNziM/s2638/Screenshot%202024-02-11%20at%202.48.08%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1644" data-original-width="2638" height="398" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXsROYtokLfApfubXcGZhRSmbJrxDuZ0tXWKq6MfuqsAb1DfdrWxo4RkvuqCBlR9XXaCxGLShlj40LEJXrdhXKhuJjMkd7H-wV0zUKIRDDJOYlK7xs5aPmQU67vJWbGjn7qkzU4c46TzFZDgqpekdQoNasWy03qFCP1SahDmWNsrKqBJaHFb0UIYWNziM/w640-h398/Screenshot%202024-02-11%20at%202.48.08%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Extracted game files (Thanks to extract-xiso by XboxDev). We'll be using ChambOfS.geo<br /></td></tr></tbody></table><br /><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6T7IlVRSuepBhxHeFjr2srOc8k9tzP5WbhQAqXdq1Ulpsuv1EgNe8lOSvvxfsF1eHm5pUVepoU-HNndEmUh7tbwL00rtE1Pyfv_7v926RPkgZvFb3pg2jg88eIu3mr7ZBMFyFaQ6EGqurT2ioYdv_VK3JCqT3ZFWaGw0z3HltogsjPdT3Uv6iX0hZeNA/s1770/Screenshot%202024-02-11%20at%202.57.30%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="244" data-original-width="1770" height="88" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6T7IlVRSuepBhxHeFjr2srOc8k9tzP5WbhQAqXdq1Ulpsuv1EgNe8lOSvvxfsF1eHm5pUVepoU-HNndEmUh7tbwL00rtE1Pyfv_7v926RPkgZvFb3pg2jg88eIu3mr7ZBMFyFaQ6EGqurT2ioYdv_VK3JCqT3ZFWaGw0z3HltogsjPdT3Uv6iX0hZeNA/w640-h88/Screenshot%202024-02-11%20at%202.57.30%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Extracted geometry and textures thanks to pixels' Python Script<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj63l404iCEaTI7eQhXpNtzNQfc9bDJ9W7Ie6Rwv_DA9tLbh9VB8m2BYc5ZAQjmhxLgcODgoyhUEOxkKrAagZVIyJHyLehNec4TEtuhlMJlGZal2iyWIVj2MZfL7v6FofX52ozBVJBbaAMbbfsRJgcoKU2Bn9yqVihaG9aUxhhVrlQZc_gISKD1NH4LInk/s3104/Screenshot%202024-02-11%20at%203.55.26%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1974" data-original-width="3104" height="408" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj63l404iCEaTI7eQhXpNtzNQfc9bDJ9W7Ie6Rwv_DA9tLbh9VB8m2BYc5ZAQjmhxLgcODgoyhUEOxkKrAagZVIyJHyLehNec4TEtuhlMJlGZal2iyWIVj2MZfL7v6FofX52ozBVJBbaAMbbfsRJgcoKU2Bn9yqVihaG9aUxhhVrlQZc_gISKD1NH4LInk/w640-h408/Screenshot%202024-02-11%20at%203.55.26%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The same ChambOfS.geo map inside Blender<br /></td></tr></tbody></table><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNXuqR8C1s4mImMbluqJTkz2pj8jn6GNstYkXi2WKP-xh3ylJMF0SSJSfPZGAvCI5h3qWhDt4yDHHoqkdJXkVPPivcMqfLN-SzsjqnkzTF9ahbVKe5TuEs8SkObJN1iqo9PXwlpizefWF2gCmEJO1LmtRM7vEu3rAubNTOnpciDz5zSRGXPSn0BFXVC2M/s640/ezgif-5-4b5d302873.gif" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="400" data-original-width="640" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNXuqR8C1s4mImMbluqJTkz2pj8jn6GNstYkXi2WKP-xh3ylJMF0SSJSfPZGAvCI5h3qWhDt4yDHHoqkdJXkVPPivcMqfLN-SzsjqnkzTF9ahbVKe5TuEs8SkObJN1iqo9PXwlpizefWF2gCmEJO1LmtRM7vEu3rAubNTOnpciDz5zSRGXPSn0BFXVC2M/w640-h400/ezgif-5-4b5d302873.gif" width="640" /></a></div><p>I will be selecting a few maps to port over in Cinema 4D, as all of the textures have to be painstakingly reassigned to their respective geometry. Luckily the script exports all the textures, but it does take a while to get every map up and running. I will make another post with a couple of screenshots once I have more to show. </p><p>I have completed texturing the ChambOfS map, but I still have to add reflections/normal maps to most of the materials, transparency for the windows, flames on the candles, lights from outside and camera's. More to come in the future.<br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhTNt4DHg2jnyoYVUoI8vLESNJ9wyjnOhhISsKUEfcdEfrMf7SM9qVgwSlIlWBtTd5-sfMvc28dYNyudZahuxRFx5TMirDG7JstVgH0zVva4IZqbF68_fcwh3im22MkbZYBo5L-8GKO9609RRvndiJS8UDvRadHMSkOuBouoxWsyLAuCCCYJqLYK_ap1g/s3104/Screenshot%202024-02-11%20at%205.01.27%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1974" data-original-width="3104" height="408" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhTNt4DHg2jnyoYVUoI8vLESNJ9wyjnOhhISsKUEfcdEfrMf7SM9qVgwSlIlWBtTd5-sfMvc28dYNyudZahuxRFx5TMirDG7JstVgH0zVva4IZqbF68_fcwh3im22MkbZYBo5L-8GKO9609RRvndiJS8UDvRadHMSkOuBouoxWsyLAuCCCYJqLYK_ap1g/w640-h408/Screenshot%202024-02-11%20at%205.01.27%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Reassigning textures in Cinema 4D</td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZbkzN2Dk4wJS3oH8ASA_IH4pz-eeHnokS-D0BAASez2bZw-RxqeUi9uZMsa_CWait7WJJLOtPuanKd64vvegN63zadoHFvRXBaDmmtlkMtdlzOGnoAVxoCgPWuH6QWM-LjmnzMgzjLeMbYcB9EPvb5PNdHW99u7PQDpSRWSqQmSwqkKdArF_7p8npViw/s2247/Cinema2.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1423" data-original-width="2247" height="406" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZbkzN2Dk4wJS3oH8ASA_IH4pz-eeHnokS-D0BAASez2bZw-RxqeUi9uZMsa_CWait7WJJLOtPuanKd64vvegN63zadoHFvRXBaDmmtlkMtdlzOGnoAVxoCgPWuH6QWM-LjmnzMgzjLeMbYcB9EPvb5PNdHW99u7PQDpSRWSqQmSwqkKdArF_7p8npViw/w640-h406/Cinema2.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Finished Texturing in Cinema 4D<br /></td></tr></tbody></table><b><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwp0tW5jmS1yl67aVqhxNQNn4BNH2rBojQpTfSGvqI-b5B4JZymUf8rgJFB_yQ2YQJYERgORTvD3lBLIy37WwqOlSAIBlm_ihjjYL-0n0bTwdfOQK1I5XcJHgmqTESkj0ea720HRiKXePOImhDPr0eNwe8yuAoQxfoTRF62mG8wIQwZQhyphenhyphenlZzPrkWVP1U/s2256/Cinema1.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1426" data-original-width="2256" height="404" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwp0tW5jmS1yl67aVqhxNQNn4BNH2rBojQpTfSGvqI-b5B4JZymUf8rgJFB_yQ2YQJYERgORTvD3lBLIy37WwqOlSAIBlm_ihjjYL-0n0bTwdfOQK1I5XcJHgmqTESkj0ea720HRiKXePOImhDPr0eNwe8yuAoQxfoTRF62mG8wIQwZQhyphenhyphenlZzPrkWVP1U/w640-h404/Cinema1.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Finished Texturing in Cinema 4D</td></tr></tbody></table></b><b><br /></b><p></p><p><b> </b></p><p><b>State of Affairs: DEPTHMAP DOMINION</b></p><p>Quick update on DEPTHMAP DOMINION. I have officially completed the DOMINION algorithm last year and used it to generate random data for the production of DEPTHMAP DOMINION. I am currently processing the data and finishing up the final preparations required in order to start production after stalling the project last august due to my work on last year's Regression 4, and the upcoming DEVEO, Incantaro and Regression 5. </p><p>Production will commence once Incantaro is released and occur in conjunction alongside the post-production process of Regression 5. I have finally finished pre-production last weekend. All of the maps and shot requirements are ready. Q3MME has been extensively tested and everything was found to be working perfectly. <br /></p><p> </p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMUMl1WsnbsKxI8WHegM72okbJBkelAHC3luBlHsOfq8Ax6OkGvBkU0ZtlidJZ7ZmZL6dHeim22EY75b4Z_p27pMWHCunUdIrVcn7_rFvPkAgtfpG9HYDonbh9OQz9ZUAzOgf6fLZbANas-53oS15slQDOffI3QcReJKqTKUyhnrAmTmNlD2v4xXx4te8/s1011/dominion.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="688" data-original-width="1011" height="436" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMUMl1WsnbsKxI8WHegM72okbJBkelAHC3luBlHsOfq8Ax6OkGvBkU0ZtlidJZ7ZmZL6dHeim22EY75b4Z_p27pMWHCunUdIrVcn7_rFvPkAgtfpG9HYDonbh9OQz9ZUAzOgf6fLZbANas-53oS15slQDOffI3QcReJKqTKUyhnrAmTmNlD2v4xXx4te8/w640-h436/dominion.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Actual generated data by the DOMINION algorithm that is used in DEPTHMAP DOMINION<br /></td></tr></tbody></table> <p></p><p>The DOMINION algorithm is now considered 'legacy', as I am working on a new, improved algorithm called 'avant'. This algorithm should be able to actually output data with a higher precision rate as I am accumulating data for a database that contains all the maps found in the map repository lvlworld, together with more precise data regarding camera coordinates and boundaries. Besides the improved data, the algorithm contains a lot of quality of life improvements. The project can be followed on <a href="https://bitbucket.org/appov/avant/src" rel="nofollow" target="_blank">Bitbucket </a>and <a href="https://github.com/jiyorude/avant" rel="nofollow" target="_blank">GitHub</a>. The source code for the now defunct DOMINION algorithm can be found on <a href="https://bitbucket.org/appov/dominion/src/main/" rel="nofollow" target="_blank">Bitbucket</a>.</p><p><br /></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPVssHv7_0JwvZoADEe2C8gUIV40o9I0kH7ZwPOin2C8D1JQYhqAasIb9ZhyJqSJ1hXRbnBF4hymwnk9H-zoMwoJpJLGlcMrSH8o1CoWAxPYL_SuswRjWbPh6OjHJH04gVipVEPZjTCEPFmv8gaXkhg76F5iHRGyGPzp9Bqfz2LIn_ef2xDVd1JJKqBLc/s736/avant.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="736" data-original-width="676" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPVssHv7_0JwvZoADEe2C8gUIV40o9I0kH7ZwPOin2C8D1JQYhqAasIb9ZhyJqSJ1hXRbnBF4hymwnk9H-zoMwoJpJLGlcMrSH8o1CoWAxPYL_SuswRjWbPh6OjHJH04gVipVEPZjTCEPFmv8gaXkhg76F5iHRGyGPzp9Bqfz2LIn_ef2xDVd1JJKqBLc/w368-h400/avant.png" width="368" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Code snippet of the new, improved avant algorithm<br /></td></tr></tbody></table> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4zwbnuhn-EjPxuf9CzQeZLIo88vcJ0epJCauux9LZwNlAxZW5cSq3aPrNeBNrhvz-F89MLeApRd6VXep15EuT7Gkh4lB_FwlmnVjeYDApNVfdiYmPXV47GYd8XhbErIdqOygV2f26Uo_T-wSyLqVK2sKHB88BMP8EAVlWhGUm3z5eHV8MrkN9ErTyJo0/s1280/Screenshot%202024-02-11%20at%201.51.25%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="928" data-original-width="1280" height="290" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4zwbnuhn-EjPxuf9CzQeZLIo88vcJ0epJCauux9LZwNlAxZW5cSq3aPrNeBNrhvz-F89MLeApRd6VXep15EuT7Gkh4lB_FwlmnVjeYDApNVfdiYmPXV47GYd8XhbErIdqOygV2f26Uo_T-wSyLqVK2sKHB88BMP8EAVlWhGUm3z5eHV8MrkN9ErTyJo0/w400-h290/Screenshot%202024-02-11%20at%201.51.25%E2%80%AFPM.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Some of the helper functions in the avant library<br /></td></tr></tbody></table><br /><p></p><p>The new algorithm is written in Python instead of JavaScript and will be available on the Python package distribution platform PyPi and as a standalone exe or dmg. The avant algorithm is a work in progress and I am working on this during slow hours. I consider the avant algorithm a long-term project, especially since filling up the database will taking up a significant amount of time (more than 2500 maps to test and 40.000 lines of code to write unless I find an easier alternative). </p><p> Once done, I will be using the new avant algorithm for new randomized DEPTHMAP installments and a number of short, experimental 'depthmap compositions' to show off the creative potential of the work generated by the algorithm. But again, that is future talk.</p><p><br /></p><p><b>The Machinima Vault: First Steps</b></p><p>Last year I introduced a project called 'the Machinima Vault': an extensive resource hub dedicated to the art and technique of machinima (post-)production. In short, the vault is a web application containing extensive information regarding the many processes of machinima-making and machinima post-production in numerous game engines, videogames and pieces of software. In addition, it contains post-production tips, audio mixing tips, export tips, and the vault will contain a first visualization of the practice of distortion framework. The framework is, of course, ever expanding and/or changing, but I finally hope to present a first outline of the framework inside the machinima vault.</p><p>I initially planned to create the Machinima Vault inside of a new, all-encompassing portfolio website. Since time is kind of scarce and I don't know when I will get around to developing the portfolio site, I decided to (at least for now) make The Machinima Vault a stand-alone project and implement it in the website in a later stage. This way, the vault can already do its thing and help others while I work on other projects.</p><p>A couple of days ago I finally started the first steps on this project. I am working on a sitemap and the definitive designs for the platform and hope to write the first lines of code soon. The Machinima Vault will be built with Next.js, TypeScript and Tailwind. Any databases required will be created in MongoDB. The app will be hosted on Vercel, and all of the required media will be hosted externally to keep loading times snappy and digestible, and to keep the size of the repo within control. I will do my best to manually backup the Vault on the Internet Archive from time to time. The source code, alongside its commits and updates, are always available on <a href="https://github.com/jiyorude/machinima-vault" rel="nofollow" target="_blank">GitHub </a>and <a href="https://bitbucket.org/appov/machinima-vault/src/main/" rel="nofollow" target="_blank">Bitbucket </a>. It'll be a project to work on during slow hours at home or at work, so updates will gradually roll out every now and then.<br /></p><p>Content for the Vault will be added as time progresses. Version 1.0.0 will only contain resources for Quake III Arena in tandem with the highly popular Quake III MovieMaker's Edition Mod. Additional content will, of course, be added as time progresses. Yes, that includes support for WolfcamQL since it is another, highly popular, Quake III/Quake Live movie making mod, Grand Theft Auto 4 and 5, Dolphin, The Sims, Rollercoaster Tycoon and of course the Source Engine. Many more mods/engines and games will be added in the future. I will start with QMME since I have been using it for a long time and also currently feel the most comfortable with it. <br /></p><p>Furthermore, the Vault will contain WAI-ARIA accessibility to benefit screen-reader software, enjoy full responsivity on desktop, tablet and smartphone, contain i18 implementation with support for a multitude of languages and eventually even have dedicated iOS/Android Expo Ports. It means there is still a lot of work that needs to be done. But like I said, it's a ever evolving platform and thus a ever work-in-progress. No stuff I can show right now, unfortunately, but that of course will change over time as the project progresses.</p><p> </p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit7MR_zIe2-3n7MUh2ECY82KMzhuRg3Wq92gHVVV-jF6Erm_VXeuROkgh0cbSQYwJS1KFft8n75zdXI2lYI3-p5aU0-4BX10IGDoiTk_osk_Qa7i3EiQtvTUJOO9IGYX7cQsN4Q6wv5YbUaufr8MnnAO2kXkVBOK7OZj2zALwSM7Y5TItZZ2ZKQ0PBSm8/s1285/machinima-vault.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="778" data-original-width="1285" height="388" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit7MR_zIe2-3n7MUh2ECY82KMzhuRg3Wq92gHVVV-jF6Erm_VXeuROkgh0cbSQYwJS1KFft8n75zdXI2lYI3-p5aU0-4BX10IGDoiTk_osk_Qa7i3EiQtvTUJOO9IGYX7cQsN4Q6wv5YbUaufr8MnnAO2kXkVBOK7OZj2zALwSM7Y5TItZZ2ZKQ0PBSm8/w640-h388/machinima-vault.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">GitHub repository of the Machinima Vault<br /></td></tr></tbody></table><p></p><p><br /></p><p><b>Regression 5: Runtime and Post-Production Update</b></p><p>Now, Regression 5. Progress in terms of post-production has been halted a bit since I have spent the small amount of free time on Incantaro, but some changes are in the making. I wanted to set no limit on the runtime of Regression 5 and literally edit the film as some sort of a fly-on-the-wall observational documentary. Truth is that the runtime almost clocked in at 30 minutes and it was extremely unfulfilling to watch. Even the idea of 'being sucked in into the environment through the long shots and audioscapes' (which I wanted to convey with this approach) did not pass onto me.</p><p>Therefore, I have decided to keep the style, but to cut the film a lot shorter. From 30 minutes to around 15 minutes to be exact, more resembling the runtime of Regression IV. I found that particular runtime kept the overall experience a lot more enjoyable. Although projects such as AR3NA have a much longer runtime, they benefit from the constantly evolving soundscape surrounding them; sparking the interest from the viewer every few seconds, Regression 5 did not benefit from that same approach, resulting in adding a bit more tempo in the edit itself as there is no significant audio scape that Regression 5 can benefit from. </p><p>I am almost finished with implementing the changes into the edit, and I have to say that for now these changes are for the better. The pacing and enjoyability of the film is a lot higher now. I hope to continue grading very soon. The soundscape, unlike Incantaro and Regression 4, will be more minimal this time around, so once the visual aspect has been completed I do not foresee a lot of remaining issues for Regression 5.</p><p>Releasedate-wise. I initially said late 2023 to early 2024 (which means until end of march 2024), but since Incantaro will release first, release is pushed back a bit. Again, the shorter runtime and the minimal audioscape do benefit the release in the sense that less time is required for post-production, so at this moment I aim for a Q2 2024 release (between april and june/july).</p><p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2PrlfWVkreVLWGQs6Dzr0nfaVZ7aA8wp0pcvQsPTJSCad5xJE2ucICrSrvhwzd-Tn46drnYqalga6O5bAA5x9jFMys0PUJe_onjPnyyBCIVfCMsEBnnpAgTNicgPtjbFRFHXra0vzJzl17nfMkoMIyUTMzCSppTbgCZuxq-ZUvbDN-Hcaknjpenw0ZzQ/s4096/Regression2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1716" data-original-width="4096" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2PrlfWVkreVLWGQs6Dzr0nfaVZ7aA8wp0pcvQsPTJSCad5xJE2ucICrSrvhwzd-Tn46drnYqalga6O5bAA5x9jFMys0PUJe_onjPnyyBCIVfCMsEBnnpAgTNicgPtjbFRFHXra0vzJzl17nfMkoMIyUTMzCSppTbgCZuxq-ZUvbDN-Hcaknjpenw0ZzQ/w640-h268/Regression2.jpg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgM020srn-b3K5h3CiW0jWhgI7y5uuG0tL6_R6-jTQj37yhqKyNFFA1dftev6sY2Fse6Th1358Hg73emjV9Cs0vhg_S28BXlQUT3llpJjhCVIn38fMjiOSQ6EJbQ6QWh-3qsRnqQLqoslwqC8-959YisDNYqDpSV_jrGEFVBcKheBU5DBCUMU6mObZHxcA/s4096/RegressionV.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1716" data-original-width="4096" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgM020srn-b3K5h3CiW0jWhgI7y5uuG0tL6_R6-jTQj37yhqKyNFFA1dftev6sY2Fse6Th1358Hg73emjV9Cs0vhg_S28BXlQUT3llpJjhCVIn38fMjiOSQ6EJbQ6QWh-3qsRnqQLqoslwqC8-959YisDNYqDpSV_jrGEFVBcKheBU5DBCUMU6mObZHxcA/w640-h268/RegressionV.jpg" width="640" /></a></div><p><br /></p><p><b>Source Filmmaker: Breakthrough with Apple's GPTK (Game Porting ToolKit)</b></p><p>Last year, Apple released its GPTK, a toolkit for developers to see how their games run on Apple ARM environments, such as their M1/M2 chips. I recently discovered Whisky, which is a GUI running the Game Porting ToolKit. This way, it has become a lot easier to run DirectX 11/12 games (more recent games). And yes, that means ONLY DX11/12 games. And yes, that means GTA V and the like. I have seen GTA V run very well on similar hardware (M1 with 32GB ram. I have a M1 with 16GB ram, but undoubtly it should run with some graphical downgrades here and there)<br /></p><p>Older games running older DirectX versions are often not supported with this toolkit. I tried out a few out of pure curiosity, and pretty much all of them crashed or refused to run. For these, you still have to rely on Wine, CrossOver or a Virtual Machine inside of UTM, Parallels or VMWare.</p><p>With this in mind, I tried installing the Source Filmmaker to see if it would finally render shadows, let alone boot. Now you are probably wondering: shadows? The main issue with SFM on non dedicated GPU's (basically non AMD/NVIDIA graphics cards, so Intel GPU's, or in my case on board M1 graphics) is that the SFM is unable to render shadows, even when you try to reset the settings or turn it on/off. It will simply refuse. With my hardware in mind, I just gave it a go, since it would not work on a external windows computer, my virtual machines; nothing.</p><p>I was shocked to see that with Apple's GPTK, the SFM was actually able to render shadows properly. Furthermore, the SFM is not a DX11/12 game by heart, so I was even more shocked to see that it actually ran at all! I directly went ahead and ported a number of Garry's Mod maps to the SFM. Most of these also ran without issue (without having to fix compatibility issues in Hammer), so I am carefully optimistic that I am able to pick up the 'SFM Pool project' again. Since I was unable to run the SFM with shadows practically everywhere, this is very welcome news as this issue prevented me from making more Source Filmmaker content. </p><p>This means I am able to finalize the script for 'The Pool' (remember the post from 2 years ago?), which I have now renamed to an experimental short called 'The World Is More Colorful Without You', commence testing, and finally, start production. This is one of those slow hour projects (the one of many), so don't expect anything anytime soon, but I might post updates from time to time if the SFM holds up within Whisky.<br /></p><p>Of course, I still have to do extensive testing in terms of rendering on 1080p resolutions and beyond, adding particles, lights, and having multiple objects on screen. But from what I have tested right now, it looks highly promising!</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJnvK35z9jGY5jf8AQXLyLva0TuMJ0QoKFzEoJgIxPZDwh1v4cTCgiRQ6FeJWxHjlE2J_J9-2TJl0KWbS7E96M2wj43kIUlXHRmKUl2cKN_KtrpMYxd028MG0x0alW4xOT588P3D6WQ1pRAgb8Qb-q-QP7KLphsD0rqhlbgxazIgjH7TDM7x9e1crCFVA/s3104/Screenshot%202024-02-11%20at%201.04.02%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1974" data-original-width="3104" height="408" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJnvK35z9jGY5jf8AQXLyLva0TuMJ0QoKFzEoJgIxPZDwh1v4cTCgiRQ6FeJWxHjlE2J_J9-2TJl0KWbS7E96M2wj43kIUlXHRmKUl2cKN_KtrpMYxd028MG0x0alW4xOT588P3D6WQ1pRAgb8Qb-q-QP7KLphsD0rqhlbgxazIgjH7TDM7x9e1crCFVA/w640-h408/Screenshot%202024-02-11%20at%201.04.02%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Overview of maps in Garry's Mod<br /></td></tr></tbody></table><br /><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGI4xUMySMqHm59kFiAonDZZwmKxVNZRtJW8og_dAGV5r7HaSWviLEPrf6-AOU8mQe5v8Ae7muflMWQ2Zm2LxBKM1Jkz_UI24X_tsMLRsNKldmDBKIjz5SXVx_KfNf8aF4Rhg1tqC3HxkU4rFlQr2gctdp9bvUY84pf6ef3_q0hlt6Jhj-2taNOn4bkd8/s3104/Screenshot%202024-02-11%20at%201.05.53%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1974" data-original-width="3104" height="408" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGI4xUMySMqHm59kFiAonDZZwmKxVNZRtJW8og_dAGV5r7HaSWviLEPrf6-AOU8mQe5v8Ae7muflMWQ2Zm2LxBKM1Jkz_UI24X_tsMLRsNKldmDBKIjz5SXVx_KfNf8aF4Rhg1tqC3HxkU4rFlQr2gctdp9bvUY84pf6ef3_q0hlt6Jhj-2taNOn4bkd8/w640-h408/Screenshot%202024-02-11%20at%201.05.53%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">gm_abandoned_mall</td><td class="tr-caption" style="text-align: center;"> </td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOJSGKFVogK6sW240wMTTp-MVSg4E333FGN-FrVQU7XAlp-PD6tVQzKQPTwOIm05je3KH-OKckioOdr9Clkuc61VJCz_JRiGj1Axw_KtgQgBXnnVYnOw6CHN5AqxXrLMcaM1qp2PyusEz_MaZkM9GPdt7fPqohLlZ3Qop6ObQrDlbBFCRjjgJKRkcNUgE/s3104/Screenshot%202024-02-11%20at%201.06.58%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1974" data-original-width="3104" height="408" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOJSGKFVogK6sW240wMTTp-MVSg4E333FGN-FrVQU7XAlp-PD6tVQzKQPTwOIm05je3KH-OKckioOdr9Clkuc61VJCz_JRiGj1Axw_KtgQgBXnnVYnOw6CHN5AqxXrLMcaM1qp2PyusEz_MaZkM9GPdt7fPqohLlZ3Qop6ObQrDlbBFCRjjgJKRkcNUgE/w640-h408/Screenshot%202024-02-11%20at%201.06.58%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">gm_parking_mall</td></tr></tbody></table><p><br />After that I used the gmad.exe file or the Garry's Mod File Decompiler to extract the files from the GMA package downloaded from the Steam workshop. It looks a little bit like this:</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0ifxRnQEr4ruHMgon0hUQAIbGJQiFzpFG-PBNSnaJ5RMjIbvZ-qNEdwXw21PkUxOzlHI0saYIAD_5HxLYgu6z4GHBLDrMw7LcTpjubcdgTD1q0PvkCgS9OhrJkNRM7W0571H9TVXrhNNWysdubnss1n0lEPKHdldgarCkPpSXYcZ-axk4Y0pYhRbpVlY/s3104/Screenshot%202024-02-11%20at%201.36.15%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1974" data-original-width="3104" height="408" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0ifxRnQEr4ruHMgon0hUQAIbGJQiFzpFG-PBNSnaJ5RMjIbvZ-qNEdwXw21PkUxOzlHI0saYIAD_5HxLYgu6z4GHBLDrMw7LcTpjubcdgTD1q0PvkCgS9OhrJkNRM7W0571H9TVXrhNNWysdubnss1n0lEPKHdldgarCkPpSXYcZ-axk4Y0pYhRbpVlY/w640-h408/Screenshot%202024-02-11%20at%201.36.15%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">A number of Valve Texture Files and Valve Material Files inside the material map of gm_abandoned_mall</td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p></p><p>Basically, for most (simple) maps, this would be enough for the Source Filmmaker. You could literally place the various material, maps and likewise folders into the source filmmaker folder, tell it to search in your custom folder and fire up the map. However, a lot of maps contain a lot of 'newer' features that the SFM might not recognize or don't know how to handle, resulting into weird glitches or crashes. Therefore, for most maps I decompile the map, get rid of all the effects, sounds, ladders, and other gameplay additions so that I am left with the bare map (which is all I need for Source Filmmaker purposes)</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpbGhPt8ky2cG7mIVF2afoQzyQD6Gt_fke5dawOquZ7wXFAAmqnXho4bR8a-1IBifh8KX6S9Int6vepD4a-_f6qbHNCiX5jusefo7XQs9qEqU0yuNy7TFAgxHVrxr_dn_0FqNtIWK9VjsiTZn_QFquVxrU3TR9BPYLPp-gSb4d4U5n7Y8q5m9PlJnrtUo/s2880/Screenshot%202024-02-11%20at%202.11.17%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1800" data-original-width="2880" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpbGhPt8ky2cG7mIVF2afoQzyQD6Gt_fke5dawOquZ7wXFAAmqnXho4bR8a-1IBifh8KX6S9Int6vepD4a-_f6qbHNCiX5jusefo7XQs9qEqU0yuNy7TFAgxHVrxr_dn_0FqNtIWK9VjsiTZn_QFquVxrU3TR9BPYLPp-gSb4d4U5n7Y8q5m9PlJnrtUo/w640-h400/Screenshot%202024-02-11%20at%202.11.17%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">All custom maps show up in the Source Filmmaker<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtBz0WrbahbXNqmzritIskWBQVS_WNOQJVimwhewUAq67YcsfQq2e7_unZyAaEmY6VX8TBXpiqvppNR-FpXZMpEUXdZsAx1rIc8ATlkxFnrvuP_fIQIfoGpBdjBTrgsc_MMQlIEv6biNUAy1XCMLjpM-xuP7amkslf10jbU8PfNtrKZ5MIi52oSgxAHYo/s2880/Screenshot%202024-02-11%20at%202.12.54%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1800" data-original-width="2880" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtBz0WrbahbXNqmzritIskWBQVS_WNOQJVimwhewUAq67YcsfQq2e7_unZyAaEmY6VX8TBXpiqvppNR-FpXZMpEUXdZsAx1rIc8ATlkxFnrvuP_fIQIfoGpBdjBTrgsc_MMQlIEv6biNUAy1XCMLjpM-xuP7amkslf10jbU8PfNtrKZ5MIi52oSgxAHYo/w640-h400/Screenshot%202024-02-11%20at%202.12.54%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Abandoned pool shops up, but a distant texture shows the well known 'purple checkermark', meaning there is a missing texture present.<br /></td></tr></tbody></table><p></p><p>In order to adjust the maps and make them fully compatible with the SFM, I use BSP Source to decompile the map from a bsp to a VMF file that Hammer++ can read and interact with. I often use this to change the skybox, lighting environment, get rid of unncessary elements, often add a few tiny tweaks and fix issues with the map.<br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgx0Y1s4tKWWDFI-NKxtfv2tA_9GpVcVJqm0mgWc6xetW1kiXalp0rULy5eyanTrB59zWRaSuzgIKXzak0r1kyTZGqA7FS_m_uKvG0WWF6H1qUmYe0KegQs5nZRgNhdh3hmPf2iSSlcz8EaCRPzhyphenhyphenvRsxtVCNtyVJQfRiIUp1ePyavbhcmU9B3WGtp_dCs/s3104/Screenshot%202024-02-11%20at%201.38.24%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1974" data-original-width="3104" height="408" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgx0Y1s4tKWWDFI-NKxtfv2tA_9GpVcVJqm0mgWc6xetW1kiXalp0rULy5eyanTrB59zWRaSuzgIKXzak0r1kyTZGqA7FS_m_uKvG0WWF6H1qUmYe0KegQs5nZRgNhdh3hmPf2iSSlcz8EaCRPzhyphenhyphenvRsxtVCNtyVJQfRiIUp1ePyavbhcmU9B3WGtp_dCs/w640-h408/Screenshot%202024-02-11%20at%201.38.24%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">BSPSource</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIxJjm4Cf-TViAjR4hyphenhyphenIYUDLa7bypD9NlSxUUgc4xgfX6kDQkdtM8FFxSvAePVJ7pXxcVMA4Gr7IkC6UpAFII1IigbjXDLZKfj5kaGfRWW37Ktu0OzSdAl7w4C2xBSB7Xq9ecWyde4AiHyxY7inX9W0Wn0sJJTiBv8LzbTN2SsLK6YrJEo6BaB1ZQq4o0/s3104/Screenshot%202024-02-11%20at%201.38.37%E2%80%AFPM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1974" data-original-width="3104" height="408" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIxJjm4Cf-TViAjR4hyphenhyphenIYUDLa7bypD9NlSxUUgc4xgfX6kDQkdtM8FFxSvAePVJ7pXxcVMA4Gr7IkC6UpAFII1IigbjXDLZKfj5kaGfRWW37Ktu0OzSdAl7w4C2xBSB7Xq9ecWyde4AiHyxY7inX9W0Wn0sJJTiBv8LzbTN2SsLK6YrJEo6BaB1ZQq4o0/w640-h408/Screenshot%202024-02-11%20at%201.38.37%E2%80%AFPM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Decompiling process<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgM06zLFHfAExdhxHmch1-fGDX6LHiPLXi1rhZdkh4Zco-JIUE18tpDAP_dcYWEpGcHXsDWusA1nnMBZASsHFY0XDeIAo9A-esKMxa5yl9Lgs2knzK9OHXajT0SVsrWzuPDcyhuCAmIgdyNggLVZApFLTy_W7SO12Pqqtknt-W7KdzLzZ1OpZxgxZJN9Pk/s2256/abandoned01.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1396" data-original-width="2256" height="396" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgM06zLFHfAExdhxHmch1-fGDX6LHiPLXi1rhZdkh4Zco-JIUE18tpDAP_dcYWEpGcHXsDWusA1nnMBZASsHFY0XDeIAo9A-esKMxa5yl9Lgs2knzK9OHXajT0SVsrWzuPDcyhuCAmIgdyNggLVZApFLTy_W7SO12Pqqtknt-W7KdzLzZ1OpZxgxZJN9Pk/w640-h396/abandoned01.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Editing the map in Hammer: deleting unnecessary elements such as ambients. Checking issues<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoFghOcSfRtc473JtJ28rHth43bhkQqG8sdsfbu388jlzM4rV7_b5uClDonQZGLXeuIAVHuYn_iXiYlkBJFXe3SB_Cbvvu15Z2Ojc3IzFvPrG5C9yYsj5LWBfvQiVgjhi2BHzVozLKpmErlR95WqDwGLTQTs7XhcBtUcjRLB4cW7dxXDy3mz6X6XRsr9M/s2250/abandoned02.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1390" data-original-width="2250" height="396" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoFghOcSfRtc473JtJ28rHth43bhkQqG8sdsfbu388jlzM4rV7_b5uClDonQZGLXeuIAVHuYn_iXiYlkBJFXe3SB_Cbvvu15Z2Ojc3IzFvPrG5C9yYsj5LWBfvQiVgjhi2BHzVozLKpmErlR95WqDwGLTQTs7XhcBtUcjRLB4cW7dxXDy3mz6X6XRsr9M/w640-h396/abandoned02.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Changing light_env color from yellow/orange to dark blue so that the map changes to nighttime<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBa3noow0qwQK9GgdYnyYs0KAH-d5gTpUCBxytLDE67jXRSo1m7wnov-JPsNBlmzVT5HNdZleM-eMuz-BrdutCXEcfhZDy0hV31A-y7uUW6tqpqI1wFUD80M4EN30oLxw7vxdKTed0ff4GFoyKFLcGTNiRZwj6C_VqIJZz0cnpySPhVU30nuQtxtlxvbU/s2248/abandoned03.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1399" data-original-width="2248" height="398" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBa3noow0qwQK9GgdYnyYs0KAH-d5gTpUCBxytLDE67jXRSo1m7wnov-JPsNBlmzVT5HNdZleM-eMuz-BrdutCXEcfhZDy0hV31A-y7uUW6tqpqI1wFUD80M4EN30oLxw7vxdKTed0ff4GFoyKFLcGTNiRZwj6C_VqIJZz0cnpySPhVU30nuQtxtlxvbU/w640-h398/abandoned03.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Adding a Half Life decal in the map<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7hqcP1KjC-NikZHC3K1g0UkJE-PkjjTgHYo8g9XbF_acM7VXEqrNp5RcfXlb1zauE10thwhUTXOj_XStq2jHgScnInuhMwdoYh1QSgfBpUuUTSpmgYWnx5yksTcRFOpabbcQ-1mi6SkDcmGT1w-l1x_jq-2oALouohbvLrTX5g4-4B49uNzVX6c7eSgo/s2253/abandoned04.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1429" data-original-width="2253" height="406" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7hqcP1KjC-NikZHC3K1g0UkJE-PkjjTgHYo8g9XbF_acM7VXEqrNp5RcfXlb1zauE10thwhUTXOj_XStq2jHgScnInuhMwdoYh1QSgfBpUuUTSpmgYWnx5yksTcRFOpabbcQ-1mi6SkDcmGT1w-l1x_jq-2oALouohbvLrTX5g4-4B49uNzVX6c7eSgo/w640-h406/abandoned04.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Choosing a new skybox for the map<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQwkrxamRFYEMifZ5ekk1pho_ceq-th0NdW6JEo4ilz85wyjPPJFcF44gbUbLCI-mrqaBXbhV9cBZv31ybjTzAD1cd4w81dx_C7K7Un_CwAJ4R3hQmWwOhgb2vEmwrFRCfYoNoQxBOemGsVIOO1dKTcdB9yZsrSOXQNel45btdS_2IVm2Bz0Bdsuuxb7g/s1705/abandoned05.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="937" data-original-width="1705" height="352" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQwkrxamRFYEMifZ5ekk1pho_ceq-th0NdW6JEo4ilz85wyjPPJFcF44gbUbLCI-mrqaBXbhV9cBZv31ybjTzAD1cd4w81dx_C7K7Un_CwAJ4R3hQmWwOhgb2vEmwrFRCfYoNoQxBOemGsVIOO1dKTcdB9yZsrSOXQNel45btdS_2IVm2Bz0Bdsuuxb7g/w640-h352/abandoned05.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Recompiling the map to work with the SFM<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnIo9muolOFCvGKyammdwkR7OqqTSCNwvGSv21P-DQ_akH1Vmj5zfnlWBvN76V-HTJgYSYo2190b2kR0fdjwxfIZNBECR-Wl2Z6KXwW1fcKXZpRqLeiUhRiPnruQLWL_cfJUe5YpR_EZL8iRlZX8IgeKYDs17eyOByKQPxYbk0kONhJpNWln51-GZJhKI/s2254/abandoned06.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1398" data-original-width="2254" height="396" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnIo9muolOFCvGKyammdwkR7OqqTSCNwvGSv21P-DQ_akH1Vmj5zfnlWBvN76V-HTJgYSYo2190b2kR0fdjwxfIZNBECR-Wl2Z6KXwW1fcKXZpRqLeiUhRiPnruQLWL_cfJUe5YpR_EZL8iRlZX8IgeKYDs17eyOByKQPxYbk0kONhJpNWln51-GZJhKI/w640-h396/abandoned06.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Lighting Preview inside Hammer++<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJW21_vcfhXyJjA1vnWJJLgjXwis6vuYMXU-DtOAiBbNUc7_y2aliStRzDv-TrBqKBf4EOHTQE5rdJM2GOUjM-tnjXOjzS18cJkTF3iSTMc-3zcd3YId-EnlBvV0cXNbjvDx6iSGJQrvM4xH1tTUjmKMbXRB2_FiSO76Ca13AY7wTezZ_EXs5tg5haX8M/s2254/abandoned07.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1420" data-original-width="2254" height="404" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJW21_vcfhXyJjA1vnWJJLgjXwis6vuYMXU-DtOAiBbNUc7_y2aliStRzDv-TrBqKBf4EOHTQE5rdJM2GOUjM-tnjXOjzS18cJkTF3iSTMc-3zcd3YId-EnlBvV0cXNbjvDx6iSGJQrvM4xH1tTUjmKMbXRB2_FiSO76Ca13AY7wTezZ_EXs5tg5haX8M/w640-h404/abandoned07.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Changed skybox to borealis sky. Issues with map are solved. Cross in screen is due to incompatible GPU<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7GIeMZdzMQ-TucdxCE_wWtoK4ooZ6ynGkYLkXp-AUBgx4n5GOxrgqjSBAJFHYQBsBhw7tOHXfSpMMFacvuYoUBcWab-Z4vLG6K1h30z1vnwLkf4Q61pnD6FJTxPNpXOf2qOInMwXf3atHpG3-kApOUYpVBSPH6Z7t7yJU6VyhIDHdgrivqkFvJ7va2H4/s2256/abandoned08.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1422" data-original-width="2256" height="404" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7GIeMZdzMQ-TucdxCE_wWtoK4ooZ6ynGkYLkXp-AUBgx4n5GOxrgqjSBAJFHYQBsBhw7tOHXfSpMMFacvuYoUBcWab-Z4vLG6K1h30z1vnwLkf4Q61pnD6FJTxPNpXOf2qOInMwXf3atHpG3-kApOUYpVBSPH6Z7t7yJU6VyhIDHdgrivqkFvJ7va2H4/w640-h404/abandoned08.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Alternative version of the map, using sky_day09<br /></td></tr></tbody></table><p><b>Regression 6: Location, Location, Location</b></p><p>Last summer I concluded the recording process of gameplay demo's for Regression 6. I have not yet started with the actual production process of transforming the gameplay demo's into shots. There are still a number of additional interiors I wish to record within the game, and I recently decided to use the interiors found within 'The Lost and Damned' and 'The Ballad of Gay Tony' as both games contain a lot of great looking interiors that could certainly add to the overall aesthetic of the film. I still need to capture gameplay demo's from these locations. </p><p>Once completed, I will start the exhaustive process of digging through the many gameplay demo's and creating shots from these. I have shot all the demo's chronologically, so I need to have a look as to when the newly recorded demo's will be able to fit in as they also have to correspond with their locations in-game and the in-game time the related demo's were recorded. That is all I can say regarding Regression 6 right now.</p><p><br /></p><p>That was around four months worth of updates in a single blogpost! Enjoy! <br /></p><br />Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-42919131820316455882023-12-05T12:00:00.004+01:002023-12-05T12:09:09.972+01:00Welcome back, Miami<p> 3731 days ago, on September 17th, 2013, a little bit over ten years ago, we witnessed videogame history with the release of Grand Theft Auto V. As quoted by IGN reviewer Keza MacDonald at the time: "it pushes the Xbox 360 and PlayStation 3 further than it has any right to, and it looks incredible.". I vividly remember all the different gameplay trailers showing up in my YouTube feed, me restlessly rewatching all of them to catch a glimpse of the tiniest details and potential things to come. Having spent hundreds of hours in the virtual rendition of NYC, Grand Theft Auto V was the new pinnacle of open-world gaming.</p><p>I normally don't care much for pre-orders. The amount of games I have pre-ordered in my life can literally be counted on one hand. The first game was <i>Pokemon Diamond </i>for the Nintendo DS in 2007, which conveniently released a mere 3 days after my birthday. The second game I have pre-ordered was the deluxe/collectors edition of <i>Catherine</i> (game developed by Atlus which combined puzzle and dating sim elements) in early 2012 for XBOX360 and contained some game-related paraphernalia like drink coasters, an art book and a way oversized t-shirt (I believe it was 3XL) which my girlfriend from that time was able to use as a t-shirt dress. It was literally that big. The third game? You guessed it. <i>Grand Theft Auto V,</i> for the XBOX 360. </p><p>Having never went to a midnight release before and being a poor college student, I coughed up some old videogames (the store had a policy of offering discount on the purchase of a new game if you sold them a few old ones) and went ahead in the pouring rain around eleven 'o clock at night. Early enough, so I'd thought. I was kind of shocked upon arrival to see the queue literally going throughout the entire main shopping street. At twelve 'o clock sharp, I heard people applauding and cheering as the doors finally opened. Finally, I thought. It shouldn't take long, I thought. I thought wrong. At 1.30 in the morning it was finally my turn to pick up my new shiny copy of Grand Theft Auto V. I showed them the games I wanted to turn in for some discount. 'Sorry, not applicable on midnight releases', I was told. I eventually caved, spent the full amount (and lived on noodles and sandwiches for two weeks but it was so worth it) and returned home. </p><p>You know how everyone used to read the backcover of new videogames in the car while on the way home as a kid because you were too eager to play the game? I did that, but by walking and reading at the same time. I don't recommend doing that. After removing the plastic I discovered the install disc which I had not anticipated upon. I decided to take a shower while waiting for the install so it wasn't much of a dealbreaker to me. Then, at 2.30/2.45 in the morning, I was finally able to get my first glimpse of Grand Theft Auto V. As I always did ever since my first minute of playing GTA, I drove around the map and completely ignored the missions (except the mandatory first few ones and cutscenes) and was blown away by the seemingly never ending roads, Los Santos, driving through the country side etc. At 5 in the morning I decided to call it a night, only to return to college three hours later. Some of my classmates had suffered the same fate. 'GTA syndrome', I asked? They all nodded. Did I know at that time that this game would be such an important form of expression for me just a few years later? Of course not. But boy, do I have some vibrant memories of this game. Playing it on XBOX360 in the early hours of the night. Playing it on computer years later, playing it with friends and family members on next-gen consoles, getting absolutely wrecked for no reason online and all the hours I dedicated towards the exploration of the map and machinima-making.</p><p>Train Drive, Regression 1 till 4, and many other films made by other machinimators over the years were conceived within this vast and magical world. This 'wow'-factor that GTA 5 had, which I experienced ten years ago with its highly anticipated release and numerous gameplay trailers, was present once again just a mere hour ago as I dived into the first look into what's in store for the future. <br /></p><p>We've had NYC, we've had LA. Now, it's time for Vice City to shine. I can't believe it has been 21 wonderful years. (We <b><i>don't</i></b> talk about the definitive edition). It still takes a year and a half for its releasedate of April 2025 to commence, of course, and there are still many lingering questions in my head ("will there be a rockstar editor?", "what creative freedom will be given to the player?", "what machinima potential can be found?", "how will the post-production pipeline be?", "what activities can be done in game", "what will the map look like?", "how can the camera be manipulated?", "is it possible to create sets and adjust lights, props, actors etc"). It is unknown if the game will have a rockstar editor of some kind, what kind of gameplay activities will be included, what kind of QoL improvements will be included, what Online will look like, if it will blend (that's the question), what modes of transportation are found in the game (since Vice City did not have trains, planes or metros) etc. </p><p>The game has been announced; something that many of us have been looking forward to for years and it's an absolute joy to look at. The new style used for the graphic design and the logo looks simply precious. The volumetric lighting, the classic neon aesthetic, vast improvement and diversity of character models; let alone the world itself. There is much more happening in such a small space. There are more npc's, more cars and more things going on in the background. Of course, there hasn't' been much of an outlook towards game play on the horizon (which will undoubtedly be shared over the course of 2024). It is safe to say, at least for me, that my brain has already turned into overdrive the moment I saw the trailer and over the course of its final development cycle I will be adding, adjusting and deleting numerous ideas for GTA VI machinima. I doubt the game will be playable on PC right away and only enjoy a console release at first and I doubt I will have a machine that is able to run the game at full speed around that time when that happens, but of course, GTA VI machinima such as new Regression installments and perhaps more story-based films will eventually be on the agenda. I hope the console versions get a Rockstar Editor but considering GTA 4 and 5 did not have this on the original console releases, I cannot be entirely certain and I hope Rockstar sheds some light on this later next year.<br /></p><p>While San Andreas is my favorite GTA out of the 2000's 3D GTA games, Vice City was my first and is the one I consider the most special. It was my first introduction to open world gaming and 1980s music. Many of the tracks I've heard over the hundreds of hours I spent in-game are still without question unmissable in my spotify lists to this day. Think of Foreigner, REO Speedwagon, Aneka, Yes, Micheal Jackson, the list goes on. It just hits the spot when you are driving around in your car, the sun is coming up, and you're driving past Ocean Beach while the classic 'Just the Five of us' ad or Billie Jean starts to play. </p><p>I am extremely excited to see the further gameplay and machinima potential for this game. Welcome back Miami. Welcome back Vice City.<br /></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-88609217257566000412023-10-14T13:14:00.005+02:002023-10-22T12:15:25.192+02:00October Update<p>Time for an update!<br /></p><p><b>Regression 4 goes VRAL</b></p><p>Regression 4 is available on MMF VRAL until October 26th as part of a solo exhibition for the platform! Watch the film on their <a href="https://milanmachinimafestival.org/vral-screening" target="_blank">website</a>, alongside a wonderful in-depth interview with Matteo Bittanti. I'd like to thank everyone from the MMF VRAL team for having me again! It's such a<b> </b>pleasure being part of MMF and MMF VRAL!</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0gVbwtBAR-yyG6lQTOmInO4-8-u0iVPJW2tEh5sZNBTHfqN7OpOBhG8kmMoT2sZFF-NyN2pKyv75dCQTX9DVn0HLe6xRzDKobfAptWQ4viuS1pQPX-SRBe8j9IAK7bO-aLtg05J65VcAtzAoo4PhurPCyxe6WKFaHQ3-og1mYtgB9KY00WN36ghAh5ec/s2832/Screenshot%202023-10-14%20at%2012.39.49%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1540" data-original-width="2832" height="348" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0gVbwtBAR-yyG6lQTOmInO4-8-u0iVPJW2tEh5sZNBTHfqN7OpOBhG8kmMoT2sZFF-NyN2pKyv75dCQTX9DVn0HLe6xRzDKobfAptWQ4viuS1pQPX-SRBe8j9IAK7bO-aLtg05J65VcAtzAoo4PhurPCyxe6WKFaHQ3-og1mYtgB9KY00WN36ghAh5ec/w640-h348/Screenshot%202023-10-14%20at%2012.39.49%20PM.png" width="640" /></a></div><p></p><p><b>TRIGON (INCANTARO) Update</b></p><p>As shared in previous blog posts, a experimental visual study of the Nintendo Gamecube version of Harry Potter and the Chamber of Secrets has been in the works. I have a couple of new insights to share about this project. The current name for the project was 'Trigon'. I still used it as a bit of a work in progress name, and I have been finally able to give it a definitive name. The film will be called 'Incantaro', a word play on Incantare; the Latin name for Incantation, which is quite fitting for a film taking place in the Harry Potter universe. </p><p>Editing-wise, I am excited to share that the edit has been (finally) officially locked now. A lot has changed in terms of style over the past few weeks. I wanted to use the same tempo found in AR3NA and Regression 4 initially, which resulted in the film clocking in at almost 20 minutes. Unfortunately, the slow pace found in both films did not suit Incantaro at all. I changed this by implementing a higher tempo in the edit, which decreased the runtime to 7.5 minutes in total. I found this to be more fitting, bite-sized and digestible in terms of the overall experience. The amount of shots will be a lot to take in perhaps, but I found the idea of 'burst consumption' pretty interesting for this new machinima installment and to give it a try.</p><p>While the edit is locked, I still have a large number of shots to grade and a quite extensive audio mix to create. The audio mix will consist of only audio clips found from within the game, similar as to what I did with DUSK, which only used Left 4 Dead 2 audio clips. In terms of release date, there will be a bit of a set-back. The proposed release date of November 15th will not be feasible. I would love to release the film to celebrate the 21st anniversary of the game on that particular date, but because of work-related and private-matters it is really impossible to release the film on November 15th. I will, of course, keep all of you updated regarding a release date for the film, but expect (just as Regression 5) late 2023/early 2024.</p><p>Having that said, I'm heading back to work. See you soon for more updates!<br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZwLHsx8rUIJM8__It-EyfTExCrHSxg0VNxxx55sZ-SVdn0BAFX0g4m2k6dUnfTOUUdyWkYznFcTDuPq4Lg_E1jxADFmvzjdsCZAZI4RBi6fMkKM0lCQu3_TP5uwEshoMQfWg-xIau8OqsEzsWrxP1j8HhA_syM8-1QFsgkWRCQPvy5UtUHXe1fSZCxwM/s1920/ICANTE.00_01_44_13.Still014.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZwLHsx8rUIJM8__It-EyfTExCrHSxg0VNxxx55sZ-SVdn0BAFX0g4m2k6dUnfTOUUdyWkYznFcTDuPq4Lg_E1jxADFmvzjdsCZAZI4RBi6fMkKM0lCQu3_TP5uwEshoMQfWg-xIau8OqsEzsWrxP1j8HhA_syM8-1QFsgkWRCQPvy5UtUHXe1fSZCxwM/w640-h272/ICANTE.00_01_44_13.Still014.jpg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFcinkXon0cQgrkhpdUZ7z-WSe4tXM1YNL8OIFv9omLmbZx_DMmZdvQF53C5NtXG5P_b3D-gzETpl9h8vLVBzvdqjyGzW4aeBxqoKTVILdS4QGd3d5hDunFRj2tWTytKbFNq1eR1AcgBdZtE4IKTojhKTxBM_o8n8pAiI3HWFRQIbIp9tpwexGhlh0S98/s1920/ICANTE.00_02_06_14.Still015.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFcinkXon0cQgrkhpdUZ7z-WSe4tXM1YNL8OIFv9omLmbZx_DMmZdvQF53C5NtXG5P_b3D-gzETpl9h8vLVBzvdqjyGzW4aeBxqoKTVILdS4QGd3d5hDunFRj2tWTytKbFNq1eR1AcgBdZtE4IKTojhKTxBM_o8n8pAiI3HWFRQIbIp9tpwexGhlh0S98/w640-h272/ICANTE.00_02_06_14.Still015.jpg" width="640" /></a></div><p></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-83015010317072052372023-09-07T13:30:00.000+02:002023-09-07T13:30:00.133+02:00RELEASE: Regression 4<p> </p><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_-cHJ0lmin12d-c3wVoC6gQWPaiKp72QQ1N0NbkGBaGc3rzvpanqmTsNOoBl2_k8rIU0X6d9RSWaF6RYQjfxbOQBajw-6wYiYL4DjRxmnipGFDPKr4pV4O3DUQN2HYuNjtk6i3vN3dP3FO_JwYYqFOoZnzTFm2V0w46-ccBdgNw964XL3gPQnOqPFgps/s4096/037.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1716" data-original-width="4096" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_-cHJ0lmin12d-c3wVoC6gQWPaiKp72QQ1N0NbkGBaGc3rzvpanqmTsNOoBl2_k8rIU0X6d9RSWaF6RYQjfxbOQBajw-6wYiYL4DjRxmnipGFDPKr4pV4O3DUQN2HYuNjtk6i3vN3dP3FO_JwYYqFOoZnzTFm2V0w46-ccBdgNw964XL3gPQnOqPFgps/w640-h268/037.png" width="640" /> </a></div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: left;">It has been three years since Regression 3 was released; the (currently) last installment in the on-going Regression saga. Highlighting the airspace of the Grand Theft Auto V map and clocking in at 9 minutes, it was well received and was featured on a number of international film festivals. It's time to break the silence and to present the next step forward for the Regression-saga. Time for a visual upgrade. Time for a technical upgrade. Time for a runtime upgrade. Time for a new direction. Time for a new and exciting trilogy. Today marks the release of the first installment in the second Regression-trilogy: Regression 4. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Regression 4 marks the return to the ever expansive and vibrant Grand Theft Auto V map by conducting a highly experimental and cinematic exploration by using water as its primary perspective. The film explores the the many water bodies found within the game, its marine life and a number of hidden secrets scattered underneath Los Santos and Blaine County. Furthermore, Regression 4 is the first installment in the series to enjoy a visual upgrade to 4K Scope (4096x1716) resolution. In addition, I am currently considering mastering a 5.1 surround audio mix in the near future for film festival purposes. This way, I hope to get even closer to the true values of the 'practice of distortion' framework I often utilize in my work: a framework of rules and values that revolves around the practice of distorting otherwise extremely clear video-game generated images (and audio for that matter) with the intent of moving away from perceiving the film as a 'product from a video game' and more as a 'product of cinema' by using various values found in traditional cinema such as cinematic resolutions, 24 frames per second, color grading and various visual effects such as motion blur and grain. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Production took around two weeks and took place during May of this year. The film was captured in its entirety on a Cloud Gaming PC called Shadow. A limited number of mods were required for this production. Only the well-known MENYOO mod was used during production for easy teleportation and submarine spawning purposes. As stated in the release statement of Regression 3 back in 2020 and in various interviews that followed regarding the production process of future Regression films, I wanted to let go of the predetermined flow that was present in the previous Regression installments and went into production this time with a blank slate and just the simple mindset of exploring everything and everywhere as much as I could with the intent to present a highly experimental visual study seen from within a submarine. Post-Production was also treated this way: all of the shots were randomly chosen based on feeling and interpretation; closely resembling the randomized approach found in the original Regression. Offline editing was conducted over the course of two weeks, adding another month and a half for the color grading and audio post-production process. The final renders literally just rolled from the press a mere few hours ago.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Look forward to more Regression in the near future. Regression 5 is in active post-production. Regression 6 is in production (50% completed). More Regression installments are planned after that. Here's to another trilogy! I am extremely excited to share the end result with y'all. Enjoy!</div><div class="separator" style="clear: both; text-align: left;"> </div><div class="separator" style="clear: both; text-align: left;"> </div><div class="separator" style="clear: both; text-align: center;">
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/MVhXsTL7oQ8?si=rP4EqruuTobvXBAX" title="YouTube video player" width="560"></iframe>
<b> </b></div><div class="separator" style="clear: both; text-align: center;"><b> </b></div><div class="separator" style="clear: both; text-align: center;"><b>REGRESSION 4</b></div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;">An experimental visual study of the Grand Theft Auto V map seen through its many water bodies, underwater secrets and marine life.</div><div class="separator" style="clear: both; text-align: center;"><b> </b></div><div class="separator" style="clear: both; text-align: center;"><b>A Jordy Veenstra Film</b></div><div class="separator" style="clear: both; text-align: center;"><b>Produced by A Pixelated Point of View </b></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><b>Released:</b> Thursday, September 7th 2023</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><b>Runtime: </b>13"51'</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><b>Color/BW:</b> Color</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><b>Genre: </b>Machinima, Experimental, Visual Study</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><b>Aspect Ratio:</b> 2:35</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><b>Resolution:</b> 4096x1716 (4K SCOPE)</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><b>Framerate:</b> 24FPS</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><b>Audio</b>: Stereo, -14LUFS; Stereo, -23LUFS </div><div class="separator" style="clear: both; text-align: center;">(5.1 Surround -14/-23/-27 LUFS at a later stage)</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><b>Color Space:</b> REC709</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><b>Game:</b> </div><div class="separator" style="clear: both; text-align: center;">Grand Theft Auto V (2013) by Rockstar Games and Take-Two Interactive</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><b>Mods: </b></div><div class="separator" style="clear: both; text-align: center;">ScriptHook V by Alexander Blade</div><div class="separator" style="clear: both; text-align: center;">MENYOO by Mafins</div><div class="separator" style="clear: both; text-align: center;">Mods were obtained from gta5-mods.com</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><b>Music:</b></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><u>DEPTHS</u></div><div class="separator" style="clear: both; text-align: center;">Composed by SuperMash</div><div class="separator" style="clear: both; text-align: center;">Obtained from FreeMusicArchive.org</div><div class="separator" style="clear: both; text-align: center;">CC-BY 4.0 License</div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;"><u>DARK WIND</u></div><div class="separator" style="clear: both; text-align: center;">Composed by SuperMash</div><div class="separator" style="clear: both; text-align: center;">Obtained from FreeMusicArchive.org</div><div class="separator" style="clear: both; text-align: center;">CC-BY 4.0 License</div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;"><u>SOMNOLENCE</u></div><div class="separator" style="clear: both; text-align: center;">Composed by Kai Engel</div><div class="separator" style="clear: both; text-align: center;">Obtained from FreeMusicArchive.org</div><div class="separator" style="clear: both; text-align: center;">CC-BY 4.0 License</div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;"><u>SALUE</u></div><div class="separator" style="clear: both; text-align: center;">Composed by Kai Engel</div><div class="separator" style="clear: both; text-align: center;">Obtained from FreeMusicArchive.org</div><div class="separator" style="clear: both; text-align: center;">CC-BY 4.0 License</div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;"><u>COUNTING LIGHTS</u></div><div class="separator" style="clear: both; text-align: center;">Composed by Kai Engel</div><div class="separator" style="clear: both; text-align: center;">Obtained from FreeMusicArchive.org</div><div class="separator" style="clear: both; text-align: center;">CC-BY-NC 4.0 License</div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;"><u>PARANOIA</u></div><div class="separator" style="clear: both; text-align: center;">Composed by Kai Engel</div><div class="separator" style="clear: both; text-align: center;">Obtained from FreeMusicArchive.org</div><div class="separator" style="clear: both; text-align: center;">CC-BY-NC 4.0 License</div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;"><u>LOW RUMBLE AMBIENCE</u></div><div class="separator" style="clear: both; text-align: center;">Composed by SuperMash</div><div class="separator" style="clear: both; text-align: center;">Obtained from FreeMusicArchive.org</div><div class="separator" style="clear: both; text-align: center;">CC-BY 4.0 License</div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;"><u>ONEIRI</u></div><div class="separator" style="clear: both; text-align: center;">Composed by Kai Engel</div><div class="separator" style="clear: both; text-align: center;">Obtained from FreeMusicArchive.org</div><div class="separator" style="clear: both; text-align: center;">CC-BY 4.0 License</div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;"><u>SOLI</u></div><div class="separator" style="clear: both; text-align: center;">Composed by Kai Engel</div><div class="separator" style="clear: both; text-align: center;">Obtained from FreeMusicArchive.org</div><div class="separator" style="clear: both; text-align: center;">CC-BY-NC 4.0 License <br /></div><div class="separator" style="clear: both; text-align: center;"> <br /></div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;">© Jordy Veenstra 2023</div><div class="separator" style="clear: both; text-align: center;">© A Pixelated Point of View 2009 - 2023<br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoai3XQ5vgO9uV2CJakM4VpYXIxasLbXPZz3oWP5I5k6XQ54bSJXoBvt0OMkmQuQUZWw5mzOA0QIMuIdkFnuqJ7GlvjnpPePgHtyi7auH6ZXN024mqA0H2kjP0Kel4tQa3o2XnDVsaMMUa7WSDDyuLetMsZ2FPqNaeSXxgXMiulnfj9ei8L5I9Rrm0rXs/s4096/001.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1716" data-original-width="4096" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoai3XQ5vgO9uV2CJakM4VpYXIxasLbXPZz3oWP5I5k6XQ54bSJXoBvt0OMkmQuQUZWw5mzOA0QIMuIdkFnuqJ7GlvjnpPePgHtyi7auH6ZXN024mqA0H2kjP0Kel4tQa3o2XnDVsaMMUa7WSDDyuLetMsZ2FPqNaeSXxgXMiulnfj9ei8L5I9Rrm0rXs/w640-h268/001.png" width="640" /></a></div><br /><div class="separator" style="clear: both; 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margin-right: 1em;"><img border="0" data-original-height="1716" data-original-width="4096" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqYLkSTwEe6pE2hlJXvuMlqf3GG8E3s4lCKHviGI2YnQ3u-v9O_RrMkUCzEmGBwyd4S5I5e7M4RmiNeS_0U-Q9UWFUSA1ZY9ngqm68yzhYQURejm1WaSFI2SBvKrEAJ-fmhkLo8Aq_zWbLcSV-6GVaF2NQ7_dI75FNHfP9QBIq-ZHoOQxCSoo029zsQHA/w640-h268/041.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpmZJ5VBgiwwsbiwnbhvynoOX8kWXChkUn_JLQtFlF6crEpBFYVvKMpEhxjASysEQj49cwHIPU_CzQZatZoBYAFO1S4I85L2y31qjtnz6u--1s_qmkfR-zzbX__1fJZppwBxGmF3jbTHFhl1owfyC4qC7x1hXZzDs53M2HpM90RmL0DG0-534L3OYoLoQ/s4096/042.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1716" data-original-width="4096" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpmZJ5VBgiwwsbiwnbhvynoOX8kWXChkUn_JLQtFlF6crEpBFYVvKMpEhxjASysEQj49cwHIPU_CzQZatZoBYAFO1S4I85L2y31qjtnz6u--1s_qmkfR-zzbX__1fJZppwBxGmF3jbTHFhl1owfyC4qC7x1hXZzDs53M2HpM90RmL0DG0-534L3OYoLoQ/w640-h268/042.png" width="640" /></a></div><p></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-73912153073383161602023-08-30T15:27:00.002+02:002023-08-31T10:21:40.349+02:00Re-Release: Pixelation is back!<p> </p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSTcL95cyxs0Kvu14iqTJdSAGjcnHEaUavMpm5Q-5wjTHXmAqLiFcjEYy5G-pmkjNGeR7WnWgW9zmtUdbdTbKqP-lC_p51WDUtwjqbJRqhA_71jfs2lwGkMaEsvfLy9HJOw4vZuuJAIVjsHJRpbq9P3a-CkCyL-cgeOOUd0xEGJ3t-XcZNCfA5CW1BXYc/s1920/009.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSTcL95cyxs0Kvu14iqTJdSAGjcnHEaUavMpm5Q-5wjTHXmAqLiFcjEYy5G-pmkjNGeR7WnWgW9zmtUdbdTbKqP-lC_p51WDUtwjqbJRqhA_71jfs2lwGkMaEsvfLy9HJOw4vZuuJAIVjsHJRpbq9P3a-CkCyL-cgeOOUd0xEGJ3t-XcZNCfA5CW1BXYc/w640-h272/009.png" width="640" /></a></div></div><p></p><p>Pixelation is back! It's been six months since its disappearance, but it's back: bigger, bolder and better than before. Pixelation and DEPTHMAP were the only two films that have not been re-uploaded over the course of spring because of their respective original soundtracks. Now I am just wondering: Is this a re-edit of a re-edit? Wow. Anyway. The original Pixelation was released in 2020 and served as a experimental short consisting of shots taken from three old machinima's I produced in 2010 and 2011 called APPOV, APPOV Trailer and Hero. The film shifted from a frag movie/skill-based approach towards a more
experimental and mysterious mood-like short film in the process. </p><p>For the 2023 re(re?)-release, I expanded upon everything a bit in both the audio and video department. The visuals are (at least in my opinion) a bit more appealing and now truly capture the experimental essence and tempo of what Pixelation should entail, and the soundtrack has been expanded from a single track to a mix consisting of five separate tracks. The edit itself has remained unchanged.</p><p>At the moment, the only film that still needs to have its soundtrack revised is the original DEPTHMAP. Since the film's visuals and sound have basically intertwined during editing back in 2019, it would be near-right impossible for me to find a suitable Creative Commons music track that would allow me to re-release DEPTHMAP without having to do any form of tweaking in the edit itself. That poses a problem as I do not want to re-edit DEPTHMAP. It has been highly well-received as it is, and still, four years later, I love every single frame of it and I wouldn't want to change a single thing. That only leaves one other option, and that is to create a custom soundtrack from scratch. Therefore, at this moment, the re-release of DEPTHMAP will commence somewhere in 2024. I will share more info on the blog by then. Current project-load, work-load and personal matters prevent me from starting its re-inception any earlier than early 2024. Please bear with me on this. In the meantime, enjoy PIXELATION, version two!</p><p style="text-align: center;"><b>PIXELATION will release Thursday, August 31st at 12:30PM CEST on YouTube!</b> <br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfOtiXep9FXBAa0qdEbavVPt3zpNiQwGAXELsWq_x5NPADan-XzJT97XTQWUvrtg3vhPDWAO_1wZ-bu-MY6LVod-B1wt7l4EeJcSXWyjz8sb9n9S_eBlS4n22Y7hKwT40l2D08Mnd-_NbSks_M5UHPVCksEzBdyJOI1l_fqzIXdke5tkEOJPMlRGF1U58/s1920/003.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfOtiXep9FXBAa0qdEbavVPt3zpNiQwGAXELsWq_x5NPADan-XzJT97XTQWUvrtg3vhPDWAO_1wZ-bu-MY6LVod-B1wt7l4EeJcSXWyjz8sb9n9S_eBlS4n22Y7hKwT40l2D08Mnd-_NbSks_M5UHPVCksEzBdyJOI1l_fqzIXdke5tkEOJPMlRGF1U58/w640-h272/003.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEie-LlZPBBcFqSQVR0jE8025z4NlNjCdhWaYekhVgbURmEikfYRVzoqKKiLXBHPEkQLHEkCdDyM8AgZ8G0y1FwxAdAvYugauB0ARiFT6mCzgO7iB0OnwbqZXUaq2WP2IV9-bTHAr3cg7GG-t83ee7wrmNpV4M7yXykYtCCnNYDHBNIkI3KkSBGl18x0H00/s1920/006.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEie-LlZPBBcFqSQVR0jE8025z4NlNjCdhWaYekhVgbURmEikfYRVzoqKKiLXBHPEkQLHEkCdDyM8AgZ8G0y1FwxAdAvYugauB0ARiFT6mCzgO7iB0OnwbqZXUaq2WP2IV9-bTHAr3cg7GG-t83ee7wrmNpV4M7yXykYtCCnNYDHBNIkI3KkSBGl18x0H00/w640-h272/006.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqI80Yfl3i6CZgLBalXTdiw_4mxphvwndxGZsqzIViWwy9ZMf0pzUCsWT90SeePtC-UfU6M5MZdycb-uxhxi5m6DNOKjC4yAfjOTsLvo1zmleEffiOXKJuBybORFwD1Xny6R6m2aVOAbd6MaYJcDkVqPPjQHCPUc91XmqXHw6pF24scicnhZRVDECULFI/s1920/007.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="816" data-original-width="1920" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqI80Yfl3i6CZgLBalXTdiw_4mxphvwndxGZsqzIViWwy9ZMf0pzUCsWT90SeePtC-UfU6M5MZdycb-uxhxi5m6DNOKjC4yAfjOTsLvo1zmleEffiOXKJuBybORFwD1Xny6R6m2aVOAbd6MaYJcDkVqPPjQHCPUc91XmqXHw6pF24scicnhZRVDECULFI/w640-h272/007.png" width="640" /></a></div><p></p><br /><div style="text-align: center;"><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/9DoHluAQiyw?si=apJmWgDn20ft5akT" title="YouTube video player" width="560"></iframe></div>
<div style="text-align: center;"><br /></div><p style="text-align: center;"><b>PIXELATION (2020)</b></p><p style="text-align: center;"><b> </b></p><p style="text-align: center;">Based on APPOV (2010), APPOV Trailer (2010) and Hero (2011)</p><p style="text-align: center;">A Film made by Jordy Veenstra</p><p style="text-align: center;">Produced by A Pixelated Point of View</p><p style="text-align: center;">Runtime: 2"20'</p><p style="text-align: center;">Resolution: 1920x816 (2:35)</p><p style="text-align: center;">Color/BW: Why not both? <br /></p><p style="text-align: center;"><br /></p><p style="text-align: center;"><b>Mods/Software:</b></p><p style="text-align: center;">Quake III Arena (1999) by id Software</p><p style="text-align: center;">OSP, by Orange Smoothie</p><p style="text-align: center;">CPMA, by PlayMoreProMode</p><p style="text-align: center;">Q3MME 1.8, by HMage, CaNaBiS, ent and auri</p><p style="text-align: center;"><br /></p><p style="text-align: center;"><b>Music:</b></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">MUSIC:
“Phoenix 1909” </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">Composed by OKAM </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">Obtained with a CC-BY-NC-SA License from FreeMusicArchive.org
“</span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap"> </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">Sleaves of Black” </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">Composed by OKAM </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">Obtained with a CC-BY-NC-SA License from FreeMusicArchive.org </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap"> </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap"> “Dystopia Projected” </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">Composed by OKAM </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">Obtained with a CC-BY-NC-SA License from FreeMusicArchive.org </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap"> </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">“IDRush”</span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap"> Composed by OKAM </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">Obtained with a CC-BY-NC-SA License from FreeMusicArchive.org </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap"> </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">“The Paradigm Shift, in Accordance to Plan </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">Composed by OKAM vs ps </span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap">Obtained with a CC-BY-NC-SA License from FreeMusicArchive.org</span></p><p style="text-align: center;"><span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap"> </span></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-25628667237333236972023-08-10T12:55:00.005+02:002023-08-10T12:55:56.937+02:00Regression<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAfR5TN3dt0EoUD82URMVs98VdM1bp38wd9pBS-mBKOxv-8iDkBkqEOhxnMGKbzDFPjvhH70Vij-fojhsVaWgry7uRi1BigDZk2xTuIMmf4TzTwzVCbedsnyHExkHdUJbTUxDxlWjZTUKnbrZUncMLPMtuBeLfBv3hVQi-man-Fph7LWKQuZ7E-bZ5hMo/s5120/Screenshot%202023-08-10%20at%2012.54.17%20PM%20(2).png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2880" data-original-width="5120" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAfR5TN3dt0EoUD82URMVs98VdM1bp38wd9pBS-mBKOxv-8iDkBkqEOhxnMGKbzDFPjvhH70Vij-fojhsVaWgry7uRi1BigDZk2xTuIMmf4TzTwzVCbedsnyHExkHdUJbTUxDxlWjZTUKnbrZUncMLPMtuBeLfBv3hVQi-man-Fph7LWKQuZ7E-bZ5hMo/w640-h360/Screenshot%202023-08-10%20at%2012.54.17%20PM%20(2).png" width="640" /></a></div><br /><p></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-51857855995355134932023-07-05T10:00:00.007+02:002023-07-05T10:00:00.137+02:00RELEASE: Breaking Magical Boundaries (APPOVTALK 3)<p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwkc_WlF0FhoRmgq-52klDaKZ0k4QOCtDIRPyYRKmpijO05lTfQFDTeQaei5qVNuishngrsCSXcYwDtZ81PtEWDAGKU67fztU148SRVk08fp1I1yPYytNAWMhcl6tYD_IC8k2qTm1L7vSFLjMSFCuyubfwsZCPmbNxsNMvnDGUWfNbue2GyYabdLzeijQ/s1920/014.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwkc_WlF0FhoRmgq-52klDaKZ0k4QOCtDIRPyYRKmpijO05lTfQFDTeQaei5qVNuishngrsCSXcYwDtZ81PtEWDAGKU67fztU148SRVk08fp1I1yPYytNAWMhcl6tYD_IC8k2qTm1L7vSFLjMSFCuyubfwsZCPmbNxsNMvnDGUWfNbue2GyYabdLzeijQ/w640-h360/014.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Camera manipulation during one of the many spell-challenges found within Harry Potter and the Chamber of Secrets (2002)</i></td></tr></tbody></table><p>Trigon: it's a name that has been dropped quite a few times over the past few months. It refers to an upcoming experimental machinima and visual study of the 2002 GameCube port of 'Harry Potter and the Chamber of Secrets' that is set for a current release in late 2023. It is said to be my first 'console-based' machinima as it was solely created within the Dolphin GameCube/Wii Emulator and with the aid of two of its built-in features: "The Custom-Texture Feature" and the "Free Look Camera". While the former sounds fairly straightforward, the latter allows the user to break loose from the in-game camera with the click of a button and explore their surroundings at their own pace and interest. Furthermore, although limited, the feature allows for deeper control of said camera with simple rotation, position, FOV and speed controls; allowing machinimators to create new point of views and representations of countless videogames whose worlds we thought to know inside and out. Literally, with the click of a button and one single feature built in the emulator, the user is given access to potentially countless machinima-based ideas found within hundreds of Nintendo GameCube and Wii games, right from the get-go.</p><p>This, is where Breaking Magical Boundaries comes in. A bridge between the concept of 'console-based' machinima and 'Trigon'.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirPfISWgtbaeqN6XGmq4dnAJ7KI5miQrK27JFvDTaj5i4Uja_SMe4t5qM5N5SQP6YllSPwS4AO3n6FGj3kxV0chulLui229Q-QIIPb0S_L-SNikZ3qkeT2TbrnFWlZB8s-63qz_ja23sG7I8djg-PRB2dq6CS3iHRzcXy02OUi5CwrNuSvKaxE_-9KRSA/s1920/002.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirPfISWgtbaeqN6XGmq4dnAJ7KI5miQrK27JFvDTaj5i4Uja_SMe4t5qM5N5SQP6YllSPwS4AO3n6FGj3kxV0chulLui229Q-QIIPb0S_L-SNikZ3qkeT2TbrnFWlZB8s-63qz_ja23sG7I8djg-PRB2dq6CS3iHRzcXy02OUi5CwrNuSvKaxE_-9KRSA/w640-h360/002.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Camera manipulation inside one of the various interiors found within Diagon Alley</i></td></tr></tbody></table><br /><p>While it all sounds fairly straightforward, it really is not as there are some deeper phenomena at play here. I wanted to grasp an opportunity to go ahead and dive deeper into console-based machinima, camera manipulation, texture manipulation and the various aspects of troubleshooting as one would quickly encounter different issues with machinima-making in console-based games from over 20 years ago (lack of RAM/texture and object popping being one of them). This is why I created 'Breaking Magical Boundaries', the newest installment in the APPOVTALK (A Pixelated Point of View Talk) series. It combines a 100% play through of the game, personal commentary and live camera manipulation in one single video. </p><p>Breaking Magical Boundaries was originally pre-recorded in early April over the course of a week. However, after careful review of the footage, it turned out that I missed a couple of gameplay events and with much dismay I had to conclude I hadn't completed the game for the full 100%. For the retry I created the idea of a livestream. I felt that this way of doing things was a bit more laidback, more approachable in general and this approach allowed me to implement various live graphics inside of OBS that could be changed on the fly, such as the goal counter on the bottom right of the screenshots that consisted of various 'states' and the information bar on the bottom left (which contained detailed information about the purpose of the stream) alongside the use of plugins and proper 'scenes' for pre-stream and post-stream billboards. While the second attempt backfired as well as the hardware I used was not powerful enough to accompany both gameplay and stream, the third time was indeed the charm as I resorted to using a cloud-based gaming PC to play the game in order to lift the burden from my own personal computer. The actual 'gameplay' was conducted in the cloud, while I streamed and controlled everything from my own computer.</p><p>All in all, the livestream approach certainly made the whole experience a bit more laidback and professional. But it drastically increased the amount of pauses, breaks, uhms and ahs as well; drastically increasing the overall runtime of it all. Breaking Magical Boundaries was streamed as a four-part stream between the beginning and halfway mark of May. All streams combined clocked in at a whopping 15 to 16 hours full of gameplay, camera manipulation and deeper exploration within the 2002 rendition of Hogwarts, all cut back to 12 hours. That is why I decided to combine all parts into one, single video. What will be released today is the final version of A Pixelated Point of View Talk 3: Breaking Magical Boundaries. The majority of the loading screens have been removed, alongside redundant commentary, countless uhms/ahs and unnecessary clips. From beginning to end, the entire journey feels much more streamlined and therefore this version of 'Breaking Magical Boundaries' will replace the four separate livestreams in their entirety. Our journey starts with an introduction in the form of a presentation, continues with the actual gameplay, commentary, creative insights and camera manipulation, and ends with a very preliminary conclusion (also in presentation form) towards the question: <i>"From a highly preliminary perspective, can any machinima potential be found in Nintendo GameCube games?"</i></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPqELeWGX5rnS5EEcyzjMJ9P4MPyfCSVsmbRp54JxBzlj_kLy03hlb7LTFWTzR9FMx3WRtfJeGm20klhYS7UMf-a0FJbLSGYnGMpsBEfknDsjAazMRVGzm5NBX9qdmpZbrbgdXGn2RJoSKBn1hKjbOZjnyELI6sPhTja3uWW_ytvcftFjKRZUxKyoEbro/s1920/0222.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPqELeWGX5rnS5EEcyzjMJ9P4MPyfCSVsmbRp54JxBzlj_kLy03hlb7LTFWTzR9FMx3WRtfJeGm20klhYS7UMf-a0FJbLSGYnGMpsBEfknDsjAazMRVGzm5NBX9qdmpZbrbgdXGn2RJoSKBn1hKjbOZjnyELI6sPhTja3uWW_ytvcftFjKRZUxKyoEbro/w640-h360/0222.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Camera manipulation within the Room of Reflections</i></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPBvjr5KT6YawlDVloZ-rGYBGgTEr8AsyX35XqcYolXMztYqZjm4lPQTMmtHveCyitUpgWH55PyZWAOWdbfwnU9V4nAQlqCrmPfNGKNkTj0WPQO307sOKks22xpwt1Wz0yqI6X9Vz4Y1tzdTx7fbPbT5FYA0ez4fOBDyMRH3gxuiEjAoIbO43WO_txz0I/s1920/045.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPBvjr5KT6YawlDVloZ-rGYBGgTEr8AsyX35XqcYolXMztYqZjm4lPQTMmtHveCyitUpgWH55PyZWAOWdbfwnU9V4nAQlqCrmPfNGKNkTj0WPQO307sOKks22xpwt1Wz0yqI6X9Vz4Y1tzdTx7fbPbT5FYA0ez4fOBDyMRH3gxuiEjAoIbO43WO_txz0I/w640-h360/045.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Still taken during the boss fight with Aragog inside of the Forbidden Forest</i></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGnMyLiA74A63zqECiqQNlk98tEVvPrIGowKxO9mWEy5Emw6Iz_b5NRZL9WjY94ED4rs5rGIfcHDGMZfjo33z1ILVgyCGpK_BKE5oskp9fvg2Hy-FpJ1ibA1PGvgWiiuvMHdkWrNhZ7fJIu3ybVIRfRmXInye-ltMqZkg3ZV0gz-a90Xp-PKhuvx132qY/s1920/013.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGnMyLiA74A63zqECiqQNlk98tEVvPrIGowKxO9mWEy5Emw6Iz_b5NRZL9WjY94ED4rs5rGIfcHDGMZfjo33z1ILVgyCGpK_BKE5oskp9fvg2Hy-FpJ1ibA1PGvgWiiuvMHdkWrNhZ7fJIu3ybVIRfRmXInye-ltMqZkg3ZV0gz-a90Xp-PKhuvx132qY/w640-h360/013.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Still taken during Gnome Tossing: one of the many minigames one can participate in during their stay at Hogwarts.</i></td></tr></tbody></table><br /><p>Breaking Magical Boundaries stands, in hindsight, for the invisible barrier known as the in-game camera. Used and perceived by thousands; an invisible gameplay element simply taken for granted; overlooked and underexposed. Yet it is such an important piece of the puzzle and the key ingredient for a proper introduction to console-based machinima creation. Enjoy this new installment of A Pixelated Point of View Talk while I work on other projects, Trigon included. This piece of content is the longest I have ever created in my entire life, and probably ever will. It was originally even 24 minutes too long as YouTube has a 12-hour video limit in effect. That meant I had to cut some extensive gameplay areas found within one of the spell challenges and Quidditch matches short. Perhaps a bit shorter than I wanted to since it contained some funny moments. I ended up losing three times to Slytherin before I was able to beat them, but due to time constraints I could not put all of the fails in the final video, for example. In addition I had to cut out a camera manipulation session I conducted while I was in Flourish and Blotts. It was not the most exciting session out of the bunch anyway, so there wouldn't be much of a loss.</p><p>I hope that this journey, this extensive experience, sheds loads of interesting insights concerning console-based machinima, GameCube/Wii camera manipulation, my personal story behind the game (as I consider this game an irreplaceable piece of 'me') and the various creative insights I shared of moments, interesting perspectives and potential issues I encountered while I was shooting Trigon.</p><p><br /></p><p style="text-align: center;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsKPJBYPrVjYfw7KfZfo63svwO_8HhZuVPR2QSW7EPZzKBA2JP7mibOQh9ImJjrVsBr0L_imuDoC0FH6lEu7hXoW-jB_Ru5a0V3bvxbI3DRp9vFRXPDW_kfEjjXimkhJGqCgCRDxUvs6KRquZXnQkRUwvNGCNxZNypXMSXOvMVgHDwFeOR8ztR3jCkxzQ/s1920/033.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsKPJBYPrVjYfw7KfZfo63svwO_8HhZuVPR2QSW7EPZzKBA2JP7mibOQh9ImJjrVsBr0L_imuDoC0FH6lEu7hXoW-jB_Ru5a0V3bvxbI3DRp9vFRXPDW_kfEjjXimkhJGqCgCRDxUvs6KRquZXnQkRUwvNGCNxZNypXMSXOvMVgHDwFeOR8ztR3jCkxzQ/w640-h360/033.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Still taken during the quidditch match: Slytherin vs Gryffindor</i></td></tr></tbody></table><b><br /></b><p></p><p style="text-align: center;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVKWwsJgSpf6O3tNQ6932OC--Wd1KV4eCIgfaEVOSLmzgNxooFpwn2pcuWGzZb1fksPQZ94wpUqb3q-XHMpBsRxu8YJ4LkmnYpX2QzlOcUF5J3Yo4_NDKJEN2HZJh0A7R98Ibo0gDrIcZJwXGNsiN3Le_BEdTEt8JW16A1IT_IPCS_XZyDohVbvAXH1Lc/s1920/01.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVKWwsJgSpf6O3tNQ6932OC--Wd1KV4eCIgfaEVOSLmzgNxooFpwn2pcuWGzZb1fksPQZ94wpUqb3q-XHMpBsRxu8YJ4LkmnYpX2QzlOcUF5J3Yo4_NDKJEN2HZJh0A7R98Ibo0gDrIcZJwXGNsiN3Le_BEdTEt8JW16A1IT_IPCS_XZyDohVbvAXH1Lc/w640-h360/01.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Still taken during the quest in the Forbidden Forest</i></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaDGu4pBLbY-pP2kxo6icZRq0I39eHTYYTH9iqn9t3UQ_goIyVZ_Ze1CgyUvi0BOZz0JWpWCAumdakKzqlTOrpDO2bbY4MihquU-pHlOLMaurKS193R6YWJrnXzlEKiJ_zUqOkYkjo6iMahu3b-V-BTJIp-36nWKCIq3YLhI8fGfyLygDBueVPpxYikbI/s1920/007.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaDGu4pBLbY-pP2kxo6icZRq0I39eHTYYTH9iqn9t3UQ_goIyVZ_Ze1CgyUvi0BOZz0JWpWCAumdakKzqlTOrpDO2bbY4MihquU-pHlOLMaurKS193R6YWJrnXzlEKiJ_zUqOkYkjo6iMahu3b-V-BTJIp-36nWKCIq3YLhI8fGfyLygDBueVPpxYikbI/w640-h360/007.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Camera manipulation conducted from underneath the Grand Staircase</i></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaqCBHZuJHt_3YSlRPeQS-SpR-tufmNMERYaflCyddFAGuLOCAmBZqh9DS8vwg3_CVqNtFom82HUNvsb4LnXWGNItbNNwdOCKdzC0WScVIi-UZkTUQGIa0klOkb5ey-6b4K2aNLVtXtxfJb-YWd-N4UBFG0s3VdlojDOf1qv_9tOlbzrsyym_SwVqOCBM/s1920/010.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1080" data-original-width="1920" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaqCBHZuJHt_3YSlRPeQS-SpR-tufmNMERYaflCyddFAGuLOCAmBZqh9DS8vwg3_CVqNtFom82HUNvsb4LnXWGNItbNNwdOCKdzC0WScVIi-UZkTUQGIa0klOkb5ey-6b4K2aNLVtXtxfJb-YWd-N4UBFG0s3VdlojDOf1qv_9tOlbzrsyym_SwVqOCBM/w640-h360/010.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Camera manipulation conducted from within the Herbology Greenhouse</i></td></tr></tbody></table><br /><b><br /></b><p></p>
<iframe align="center" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/6QL8kKURGYg" title="YouTube video player" width="560"></iframe>
<p style="text-align: center;"><br /></p><p style="text-align: center;"><b>Breaking Magical Boundaries (Or known as APPOVTALK 3)</b></p><p style="text-align: center;">An exhaustive introduction towards the phenomena of console-based machinima by using 'Harry Potter and the Chamber of Secrets' (GC) as a case-study. This introduction is threefold and combines a 100% playthrough, creative insights and personal commentary with live camera manipulation inside of the Dolphin Emulator.</p><p style="text-align: center;"><b>Runtime:</b> 11 hours, 59 minutes and 36 seconds</p><p style="text-align: center;"><b>Game:</b> Harry Potter and the Chamber of Secrets (2002)</p><p style="text-align: center;"><b>Platform:</b> Nintendo GameCube</p><p style="text-align: center;"><b>Developer:</b> Eurocom</p><p style="text-align: center;"><b>Publisher:</b> EA UK</p><p style="text-align: center;"><b>Game Score Composer</b>: Jeremy Soule</p><p style="text-align: center;">Initially live-streamed to YouTube with OBS on Wednesday 10/05/2023, Friday 12/05/2023, Saturday 13/05/2023 and Sunday 14/05/2023.</p><p style="text-align: center;"><br /></p><p style="text-align: center;">© Jordy Veenstra 2023</p><p style="text-align: center;">© A Pixelated Point of View 2009 - 2023</p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-8204220824206814292023-06-20T12:02:00.004+02:002023-06-20T12:02:46.911+02:00Summer Production Plans<p></p><div>I wanted to use this opportunity to briefly discuss my upcoming plans regarding production for the remainder of the year. A number of things are in the works. I want to use this post to clarify everything a bit; to let you know where I am in the production/post pipeline on each of 'em and what you'd be able to expect for 2023. A number of these projects have silently slid into post-production already.</div><div><br /></div><div>I have kind of decided to stop using any sort of planning and just to approach projects as open-minded as I possibly can and whenever I can. A lot of progress has been made with the projects over the past three months, just not as much as I wanted to with work, learning, programming and life happening, Each of these represent their high's, low's and levels of stress. I hope this might explain the extended time between blog posts and releases. Please bear with me on this. I will try to keep the update as short and swift as possible. Here goes:</div><div><br /></div><div><ul style="text-align: left;"><li>Production for a number of projects that are said to release in 2023 or early 2024 has been successfully concluded.</li></ul><ul style="text-align: left;"><li>Breaking Magical Boundaries (or APPOVTALK 3) was successfully streamed last month after two failed attempts. A total of four streams are viewable on the <a href="https://www.youtube.com/@apixelatedpointofview/streams" rel="nofollow" target="_blank">YouTube Channel</a> right now. I am currently editing these four streams into one single video. This video is around 80% done. I have edited almost 10 hours of footage thus far and I hope to finish and release the full video in <b>July. </b>I will share a release statement on the blog once that happens and unlist the original streams as this video will replace those videos.</li></ul><ul style="text-align: left;"><li>The other streams on my channel that are not related to Breaking Magical Boundaries have been unlisted until further notice. I did these couple of streams as a fun pasttime and as an stress-reliever during the past hectic few months but I feel that these streams are drifting the channel away from its core purpose: machinima.</li></ul><ul style="text-align: left;"><li>I have spent the past few months deepening out some ideas I had for future films (2024 and beyond) and I am happy to share that these ideas are now 'production-ready' if I wanted to start on these. So, in a certain sense, I have somewhat a bit of a reference for a 2024 production grid</li></ul><ul style="text-align: left;"><li>I will be starting post-production for the Quake III collaboration project next month in<b> July. </b>I don't have any information as to when it will be released as this is a joint-operation. Both parties involved will need to agree on this. Could be 2023. Could be 2024 as well.</li></ul><ul style="text-align: left;"><li>I will start post-production on Trigon once Breaking Magical Boundaries has been released. The release date is in no way definitive, but I am aiming to release Trigon on <b>November 15th, 2023</b>; marking the 21st anniversary of the game; its first official day into adolescence.</li></ul><ul style="text-align: left;"><li>The algorithm for DEPTHMAP DOMINION still needs some updates and additional functions and is not ready yet for film production after its last update in April. Therefore production on this title will resume once the algorithm works as intended. To save time I will move the front-end interpretation of DOMINION to a separate GitHub repository which no longer will receive any updates so that I am able to fully focus on the NPM version of DOMINION. I expect version 1.2.1 to be fully usable for production. Production start heavily depends on my time schedule and is subject to change. </li></ul><ul style="text-align: left;"><li>Three installments for Regression are in production. Two of them are ready for post-production and <i>in theory</i>, ready for a late 2023 - early 2024 release. This is heavily subject to change and I can't say anything about this right now. Two of these will take place in Grand Theft Auto V. The third film will take place in Grand Theft Auto IV and will be another long-form project, possibly even longer than AR3NA. The project made in Grand Theft Auto IV has all of its gameplay clips recorded, but I still need to transform all of those clips to dedicated shots. Considering I shot over 1000 gameplay clips, this will take a while. I took an insane amount of time deciding upon the order in which all of these films will be released, but I finally made up my mind. More installments will be produced after these three. I have not decided yet as to what these entail but I have a number of ideas I will be willing to try out. But that is future talk, like 2025 or the like.</li></ul></div><p></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-13881728378950442742023-05-09T14:36:00.006+02:002023-05-09T14:38:59.185+02:00Breaking Magical Boundaries - Take 2<p> So, last Friday, Saturday and Sunday I wanted to conduct three livestreams concerning APPOVTALK #3 - Breaking Magical Boundaries. Unfortunately I had to cut the first live stream short and cancel the remaining live streams earlier due to technical difficulties. Although I did not experience many problems during the dress rehearsals I did experience quite a few frame rate drops during the stream. Live troubleshooting did not give the desired effect.</p><p>I went ahead and purchased a Shadow (a private cloud based gaming pc) for a month and did some additional testing last night. I even pushed it to the extreme by streaming and recording simultaneously and did not receive a single frame rate drop since the emulator is running on an external machine. Therefore, it's time for take 2 for the Breaking Magical Boundaries live streams (and take 3 to get this entire show on the road).</p><p>I've set the livestreams for:</p><p>Part 1<span> <span> <span> Wednesday May 10th, starting from 9:30PM CEST</span></span></span></p><p><span><span><span>Part 2<span> <span> <span> Friday May 12th, starting from 10PM CEST</span></span></span></span></span></span></p><p><span><span><span><span><span><span>Part 3<span> <span> <span> Saturday May 13th, starting from 8.30PM CEST</span></span></span></span></span></span></span></span></span></p><p>APPOVTALK #3 will both be streamed and recorded simultaneously and the live streams will remain accessible for a couple of days on YouTube after the streams have been concluded until I manage to create one single (huge) edit of all three parts combined. The combined parts will be reuploaded on YouTube as APPOVTALK #3 and replace the 3-part streams.</p>
<p>For your convenience, please find the live streams underneath:</p><p><br /></p>
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<iframe width="560" height="315" src="https://www.youtube.com/embed/pCUl9ZMyG20" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
<iframe width="560" height="315" src="https://www.youtube.com/embed/Qz4aBbdSyMM" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
<p>Hope to see you on stream!</p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-2576075635068882072023-05-02T01:39:00.023+02:002023-05-07T16:52:50.557+02:00May Update<p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidHt-d9U7MCctzW7oxYrEZSXpLZwBuagaRx3fcfSJKUBMYMFKMiTKn-4aDeWREjIcJVeERObw_p2n1JiN_50anx63DpBnSMZ-7F1XZWihGcac768FKe3u7_wmQlkoSW0eZKMU_tgKBywffU7NdIYxr4cHy6dV0duV5DqOy-iKd4CNh9fB4Otk9QV9a/s1398/Screenshot%202023-05-02%20at%201.22.18%20AM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1398" data-original-width="1278" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidHt-d9U7MCctzW7oxYrEZSXpLZwBuagaRx3fcfSJKUBMYMFKMiTKn-4aDeWREjIcJVeERObw_p2n1JiN_50anx63DpBnSMZ-7F1XZWihGcac768FKe3u7_wmQlkoSW0eZKMU_tgKBywffU7NdIYxr4cHy6dV0duV5DqOy-iKd4CNh9fB4Otk9QV9a/w586-h640/Screenshot%202023-05-02%20at%201.22.18%20AM.png" width="586" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div><i>[The APPOVTALK #3 live streams have been cancelled due to technical difficulties. During various dress rehearsals I was able to stream the game with little to no issues, but unfortunately I experienced extended frame rate drops throughout the first stream Friday night. This has led me to cancel the streams as they do not reflect the quality I aim to deliver, no matter if it is an APPOVTALK or a feature film in that regard. Rest assured, APPOVTALK #3 was recorded a couple of weeks ago already but I wanted to re-do it through a live stream in order to improve the previous run and to have some kind of interaction with viewers while doing so. I will still try to fix OBS under the hood, perhaps a different encoder will do wonders, but for now the streams are off the table]</i></div><div><br /></div><div><br /></div>A couple of days ago I shared some screenshots of a new, upcoming project on my <a href="https://www.instagram.com/p/CrLfMo1o0_Y/" rel="nofollow" target="_blank">Instagram</a>. Allow me to introduce: TRIGON, an experimental visual study of the GameCube port of Harry Potter and the Chamber of Secrets. Similar like AR3NA, it will be an experimental outlook on the 2002 rendition of Hogwarts, its surroundings and the Harry Potter universe. It is my first console-based Machinima project. This, in fact, was the console-based project I was talking about last year and eventually had to switch with Pixelated Soundwaves. I initially wanted to release TRIGON on November 15th last year in order to celebrate the game's 20th anniversary but I couldn't make it due to time constraints. Therefore I placed emphasis on Pixelated Soundwaves around that time instead.<p></p><p>As TRIGON is based off a GameCube game, this change of pace brings along new opportunities and challenges. Footage was recorded with OBS, the game was played inside of the Dolphin GameCube emulator and camera manipulation was done with Dolphin's nifty 'free look camera option', which allows you to break loose from the game's camera. This means, since little to practically no configuration is required, you are able to do camera manipulation right out of the box inside practically every single Nintendo GameCube and Nintendo Wii game; which basically means you have a whole list of 1500+ potential games to make Machinima in. For my first, I decided to go with HP COS. Everyone has a game or movie that one keeps closest in their hearts and for me, HP COS for the GameCube is that game, no matter what anyone says. Why, you might ask? Well. That, and many other questions, will be answered in the third installment of APPOVTALK: <b>Breaking Magical Boundaries! More coming soon.</b></p><p>This episode of APPOVTALK discusses the potential of Nintendo GameCube and Nintendo Wii games for Machinima-making by combining a 100%-playthrough of the game, live camera manipulation and a lot of different creative insights during this particular process of using a 2002 Harry Potter game to create game-based cinema. Of course, I will talk in depth about this game, what makes this game so interesting for me personally, how I used the game for camera manipulation, opportunities and challenges while during the production of TRIGON and show some technical insights of the game as well.</p><div><br /></div><div>Let's conclude this post with an update regarding the other projects I am working on.</div><div><br /></div><div><b>Quake III project:</b></div><div>Production has been concluded. I hope to start post-production once I finally fix some personal matters that are going on right now. I haven't been able to start yet.</div><div><br /></div><div><b>TRIGON:</b></div><div>Production has been concluded. Idem dito here, I hope to start post-production soon once I finally fix some personal matters that are going on right now.</div><div><br /></div><div><b>DEPTHMAP DOMINION:</b></div><div>I am currently still tinkering with the algorithm. Version 1.1.3 has been released on <a href="https://github.com/jiyorude/dominion" rel="nofollow" target="_blank">Github</a> and on <a href="https://www.npmjs.com/package/q3dominion" rel="nofollow" target="_blank">NPM</a>! - I need to adjust a couple of parameters in order to make the algorithm's output work better with smaller- and odd-sized maps. Once that is done, I will be conducting a couple more tests. If successful, then 1.1.4 should allow me to start production. </div><div><br /></div><div><b>REGRESSION IV:</b></div><div>There are a couple of issues going on. I am unable to get the game running on virtual machines and on CrossOver Games anymore after a couple of software updates. I've even went ahead and borrowed a Playstation 3 for the occasion since GTA IV would be able to run it just fine. However, I had to find out the hard way that the console versions of GTA IV don't have the Rockstar Editor! I tried to use a couple of mod menu's as well but those were very limited in camera manipulation, HUD hiding and a lot of other handy features. I hope to start production on Regression IV soon, but this is also affected by some of my personal matters that are currently going on. Most likely, production will need to occur through a third-party service like Shadow as I don't have access to proper hardware myself to record the game. Once production finally starts then I am certain the snowball will descend down the hill very rapidly and things will become better quite fast. Regression IV will come, sooner or later, and hopefully this year, but I just really need the proper hardware to get this show on the road.</div><div><br /></div><div>There is also a project in the works within the game Animal Crossing New Horizons. This is the Nintendo Switch game I was talking about in my previous post. More about that once I actually have something to show you guys.</div><div><br /></div><div>Until the next update! See you on the stream!</div>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-47740314173301663042023-04-02T13:27:00.006+02:002023-04-02T13:27:39.770+02:00April Update<p>It's been another month. Lots-a-stuff happening. So here we go!</p><p><br /></p><p><b>My future in using social media</b></p><p>I said in the last post I considered using Vimeo to upload short trailers and snippets of my work in order to still give it somewhat of a purpose. I decided to come back from this decision. In the next weeks I will upload a short channel trailer there for A Pixelated Point of View and that will be about it in terms of Vimeo's use. From now on, <a href="https://www.youtube.com/@apixelatedpointofview" rel="nofollow" target="_blank">YouTube </a>will be the main place for me to upload all of my work.</p><p>In terms of other social media platforms, eventually, the majority of my accounts (except YouTube) will be gone and be implemented in the A Pixelated Point of View website in some way. Once the A Pixelated Point of View Website is up and running (most likely in 2024), it will replace my Instagram, blogger and Behance and all of those accounts will be deleted. I want to have a minimal presence on the web myself and speak through my work, so to say. It also allows me to have one, single, centered, hub so to speak that revolves around everything A Pixelated Point of View.</p><p><br /></p><p><b>Update on the re-uploading process</b></p><p>It's been a hectic couple of weeks. But! There's light at the end of the tunnel. Almost all of my work has been successfully re-uploaded again to YouTube. At the time of writing, only three films are still missing. These are: AR3NA, Pixelation and DEPTHMAP.</p><p>AR3NA has had its soundtrack significantly altered. In my opinion, there is much more consistency in this soundtrack than the original ever had and it even sounds a lot better than the original. It breathes much more eeriness now than its older brother and I can't wait to share the renewed AR3NA 2.0! I am currently still in the process of adjusting a couple of shots, and making a new credit roll. Once that is done, I am able to share the film hopefully somewhere early next week. The trailer will not return. The audio session ended up being corrupt and couldn't be recovered anymore. Only the main film will return on YouTube.</p><p>For DEPTHMAP and Pixelation, there is a specific 'atmosphere' I wanted to create with this film and the tracks I used really embodied that particular atmosphere I was after. It's kind of hard to find a proper replacement track for it, so I will start to pick up learning music production within now and a couple of weeks so I am able to recreate a custom audio track for both of these films. Unfortunately, this does mean that both will not return online until late 2023/2024. Of course, I will keep you posted about how things are progressing with their adjustments.</p><p><br /></p><p><b>Release roster 2023</b></p><p>I am currently working on Regression IV. I don't have a whole lot to say about it yet. There's also nothing to share yet. I am currently in preparation to start production on the film. I am also working on a couple of console-based projects. One of the projects revolves around a Nintendo GameCube game, and one of them revolves around a Nintendo Switch game. Rest assured, their release will be coming soon. Perhaps, sooner than you might think. Production on the Quake III film I am making for someone else has been concluded. Post-production will commence soon and a release will take place in the near future. I'm not sure whether or not I already had said it in the past, but a new installment in the DEPTHMAP series called DEPTHMAP DOMINION is almost ready for production and will be released somewhere this year. </p><p>There's a lot more cool stuff on the way. But more about that perhaps in a future update ;) </p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-49503101682988451932023-03-09T12:23:00.005+01:002023-03-09T12:23:37.055+01:00March Update: The Abrupt Edition<p>It's time for a highly needed and somewhat abrupt update to discuss a couple of matters that have been going on the past few days. To put it bluntly: I have taken all of my machinima work offline until further notice from YouTube, Vimeo, Behance and FilmFreeway. To answer the lingering 'why?', I will need to go a bit more into detail.<br /></p><p>Earlier this week I have received a notification from YouTube stating that AR3NA and the trailer for AR3NA were taken offline due to a copyright claim from one of the artists whose music was featured in both projects. The film was not simply unlisted. Instead it was removed from YouTube in its entirety and the channel received a copyright strike. In my opinion it was quite a harsh first choice to make considering my e-mail address is open and accessible on the Channel Page to discuss matters like this. Copyright holders actually have a choice to first contact the person privately or send a 7-day notice first, which would've been the more friendly approach out of the three. </p><p> Having said that, in all fairness and neutrality, all choices were equally for the taking and the third-party was in their full right to choose any preferred action out of the three equally as much. For them it was the take-down, which they had the full right to do so since it was their intellectual property. Nothing more I can add about that.<br /></p><p>First and foremost, while it sounds like a rookie mistake to make, allow me to state that I am not new to the world of Copyright. I have come to known the 'grey-area' that is called Machinima inside the big world of Intellectual Property and Copyright quite well during the past few years. Music idem dito. All of my projects contain soundtracks that have been released under Creative Commons Licenses as I am solely creating art for everyone to enjoy in an open and accessible way. Creative Commons perfectly fits this agenda as I don't have the musical capacity myself to compose my own music. I check all licenses of audio tracks before use in order to prevent these events from happening as much as I possibly can. </p><p>And while I did check the licenses and adhered to the Creative Commons Licenses found on the respective download pages, I did make a mistake: there was another page elsewhere on the website which specified additional rules on top of the Creative Commons License where some of the licenses stated that content used those licenses was not meant to be used under video. I do have many questions as to why these additional rules could not be specified on the respective download pages of the songs, but to cut the discussion short: the licensor is right in this case and I have only myself to blame that I did not 'dig a lot deeper' into the website, so to speak. <br /></p><p>I have always used all of the audio files obtained with Creative Commons licenses with utmost sincerity, good intent and good faith. However, due to this recent development, it is highly possible that more songs used in my work may suffer the same fate in the future. This is why I took the drastic decision of taking my work offline until further notice in order to be ahead of this development and to prevent this from ever happening again.</p><p>So, what now? A couple of projects will be re-uploaded very soon, such as Experience (2021), as agreements had been made in terms of audio use before production started already. A couple of films most likely contain audio tracks in whole that are actually cleared for video. I will also re-upload these very soon. In terms of projects that are considered not so lucky, it would mean they would have their entire audio-track stripped, recomposed, remastered and re rendered. At this moment I do not have any other choice except to properly learn music production in order to solve this issue once and for all. </p><p>It will take a long time to fix it, but there is no other choice. On the positive side, all of my work that requires adjustments will return - stronger and better than it was ever before. It will take some time to learn these new skills and to make sure that all the projects have been updated. I will need to plan a lot of time in 2023 and 2024 to complete this matter. But, like I said, not to worry, everything will return. No matter if it is next week or next year. No stone will be left unturned. All of the films will return on YouTube in full. Considering that Vimeo's storage constraints are pretty much getting to me, meaning that I would almost not be able anymore to upload new content there, I will re-use Vimeo as a 'Snippet Channel': containing snippets of all films with links to the full versions. This way, both channels keep serving a dedicated purpose and can remain in touch with everyone.<br /></p><p>Last but not least, not to worry: the Machinima Projects planned for 2023 will still continue unchanged. I will need to do adjustments audio-wise of course for some, but all projects that I have planned for this year will still continue their development cycles as normal. This means it is possible that new releases and re-releases of old projects may be mixed together.<br /></p><p>I'll be back. Stronger, and better. Until then, my apologies for these inconveniences.</p><p>- Jordy</p><p><br /></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-2298560156674952642023-01-25T09:57:00.001+01:002023-01-25T09:57:17.362+01:00January/February 2023 Update (Huge!)<p>Time for the first update of 2023! Ever since the last update in December a lot of stuff happened. Like, all at once. Before writing this post, I had a A4 page and a half full of things I wanted to mention in this post. This is most likely the most extensive post I've shared thus far on this blog. There's a lot of cool stuff to share and a lot of things I'm currently working on behind the scenes. Let's get right into it.</p><p><b>Kicking off</b><br /></p><p>Let's start off with some small and personal things. I'm doing great. I feel highly determined, strong. I don't know what exactly is going on, but I like this feeling. I hope it stays all year! I finally (seriously, it's way overdue. I had it on my agenda since last september already) updated all of the thumbnails so that they accurately reflect the laurel count for every film. Some backgrounds on the laurels were also updated. A lot of films were seriously lagging behind. I really like the new thumbnail for IGNIIITIION Instagib for example. Updating thumbnails is really something I love to procrastinate, so I'm quite glad I finally did this. Even my agenda got fed up with me re-planning this stuff. </p><p>In my own time I'm still working on my post-production studio and hope to introduce computer coding to the list of services this year. I've recently finished JavaScript and React courses and I'm currently trying to establish somewhat of a portfolio on GitHub. More about that in a bit. I've also enrolled in this year's edition of CS50: an excellent course provided for free by Harvard University that introduces the basics of computer programming. I'm still up and around the second lecture so far, but this stuff is highly interesting and amazing. David Malan has such an energetic aura around him that simply makes you want to learn and everything shown in the course makes sense, at least so far since it will only get harder as languages as Python and C are introduced later on in the course. I'd love to learn the various C languages since it can help significantly with software development and my machinima work (as a lot of games engines were created with the C family of languages so it should be helpful for modding), so this course is an excellent way to get acquainted with the language.<br /></p><p><b>The huge successes of AR3NA</b></p><p>My goodness. I already said that producing AR3NA was an awesome rollercoaster. But the past month and a half have been another rollercoaster of massive positive proportions. I've received a lot of positive feedback from the Quake community. The film was shared on IGMDB and on ESReality and has received positive comments there as well. </p><p>Unfortunately there was a small bug in the film pointed to me by some members of the community and it was a oversight from my side. I want to elaborate a bit further on it. On the shot found on 0:32, there is this weird artifact shown on the left side of the screen. This was supposed to be a teleporter, but due to an error with the engine (most likely something missing in the map file or the engine initialized the object/fx/texture wrong), it showed this weird object (someone said it looked like a holodeck) instead. Since films cannot<b> </b>be replaced on YouTube, I decided to keep it as is. The reason why it slipped through is most likely because of the fact that I first captured all of the raw demo files inside of the maps (the teleporter worked at that time). Once I captured all 200+ demo's, I started to create shots. Although the shots from this particular map were made in early/mid april, I captured the demo's in february to early march at the latest. Considering there was quite some time in between between these two processes, I assumed the 'holodeck' was part of the map and didn't think anything of it and completely forgot about how the real teleporter was supposed to look like. I'd like to thank everyone for bringing it under my attention.<br /></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit2ed-l6Y5KFleuBPwnRPu1EogBDDbqdAoTBMMF-JJ0ijqkpLDfHSXVieTJhgtZ2iTVRS_GS8Lj5Q38BJYP25t1xguAmj4LOIjjdshDgMiRplJHDOtc-6-Wl3MNvkgiR0SJmZPw2jTTFOvMi1tFqgZZrCE2pgqMXytER0-JR8jb0EiKM_xslXec0fQ/s1424/Screenshot%202023-01-19%20at%202.42.23%20PM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="686" data-original-width="1424" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit2ed-l6Y5KFleuBPwnRPu1EogBDDbqdAoTBMMF-JJ0ijqkpLDfHSXVieTJhgtZ2iTVRS_GS8Lj5Q38BJYP25t1xguAmj4LOIjjdshDgMiRplJHDOtc-6-Wl3MNvkgiR0SJmZPw2jTTFOvMi1tFqgZZrCE2pgqMXytER0-JR8jb0EiKM_xslXec0fQ/w640-h308/Screenshot%202023-01-19%20at%202.42.23%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">This is how the teleporter showed up in AR3NA<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQYhxmTHFB-363rKkf6n_TpNFPIC_nCroaaJR8Hytv1_MPHnXRNGGYBl3Gp7WgXSBf0L3oQVAtrAYUMllNsairGQQUQhcHlqjY4Nc0IMoXden7iTrwH10ucUuVe2U7gmodprnRIsXNmQNs2nt4iB7oEmQ8vEgNSut139hriFNPNDe8c-PlEPiTfpDz/s3062/Screenshot%202023-01-19%20at%202.46.16%20PM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2152" data-original-width="3062" height="450" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQYhxmTHFB-363rKkf6n_TpNFPIC_nCroaaJR8Hytv1_MPHnXRNGGYBl3Gp7WgXSBf0L3oQVAtrAYUMllNsairGQQUQhcHlqjY4Nc0IMoXden7iTrwH10ucUuVe2U7gmodprnRIsXNmQNs2nt4iB7oEmQ8vEgNSut139hriFNPNDe8c-PlEPiTfpDz/w640-h450/Screenshot%202023-01-19%20at%202.46.16%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">This is how it was supposed to look like<br /></td></tr></tbody></table> <p></p><p>Besides this little oversight, AR3NA has enjoyed huge successes the past month and a half. The views were off to a slow start, but simply exploded at the beginning of January to almost 100 views every 48 hours. AR3NA is well on its way to become the best-viewed machinima film I have ever created and is reaching the 1000-view mark. As a matter of fact, the 1000-view mark was met around the end of January: a huge milestone. Not only AR3NA, other longer films such as Experience are benefiting from additional views as well. Message well received! I will do my best to implement more long form machinima in the future! Around the end of January, AR3NA's views per 48 hours are still very solid and steady. Thank you guys! I'm so curious to see how AR3NA will grow further in 2023 in terms of festivals, views and reception.</p><p>Considering AR3NA has only been released a short time ago, it is just insane to see that the film has already been featured on two festivals! 3 days after the official premiere, AR3NA was featured at Milan Machinima Festival's VRAL platform during the holiday season with a overlap into the first five days of 2023. Around the end of January, AR3NA was featured at a festival in Mumbai, India and screened for a physical audience. I'll keep you all updated throughout the year how AR3NA is progressing. More to come!</p><p><b>Milan Machinima Festival 2023</b></p><p>Last year I had the honor to be part of the 2022 edition of the Milan Machinima Festival for the second time. In tandem, AR3NA's participation on MMF's VRAL platform late last year was also the second time my work was featured on VRAL (The Regression trilogy was featured in June 2020). For this year's edition, which will take place in March of 2023, I will also be a part of the festival, but in a different way. This year I had the honor to design the poster for the festival. Out of a couple of prototypes, the following poster was chosen:</p><p><b> </b><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_BI_Q-ICUDkK8rTeU348JX5rwSDO_48c2WOpBpDIMHF-SDvWT5criTJ2kfxzUD76avIJb1NDstlrMR2xi2lIdehRSQFzQi7IgsCorjW8jKEZkiAxpmgYwQpFTlVPlzVGVGpGuMUnuCMqXuxb1QhHL1AC80GQV-g2lrrkqGkUWk5_cyH3P3v5pizdK/s2598/MMFPoster2023.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2598" data-original-width="1940" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_BI_Q-ICUDkK8rTeU348JX5rwSDO_48c2WOpBpDIMHF-SDvWT5criTJ2kfxzUD76avIJb1NDstlrMR2xi2lIdehRSQFzQi7IgsCorjW8jKEZkiAxpmgYwQpFTlVPlzVGVGpGuMUnuCMqXuxb1QhHL1AC80GQV-g2lrrkqGkUWk5_cyH3P3v5pizdK/w478-h640/MMFPoster2023.jpg" width="478" /></a></div><br /><b> </b>This year's theme was 'Neither artificial nor intelligent'. The keywords given to me during the initial briefing were 'AI' and 'NPC". In tandem with this year's theme, my first thoughts were: pseudo-intelligence, digitization, dehumanization, empty shells, algorithms, compulsory movement (as in NPC speech and/or movement), the contrast between the real and the fabricated and the visualization of computer code. The work was created with the Dall-E Ai provided by OpenAi and in my eyes ideally captures this idea. White experimental, dehumanized masses looking like NPC's in truly absurd poses; just standing there, surrounded by experimental code blobs. Looking around restlessly and waiting for someone, anyone, to give a quest to; to be useful, and to have their own code finally executed. To have their own quest completed. I'd like to extend my thanks once again to the entire MMF team for this wonderful opportunity!<i> </i>More information <a href="https://milanmachinimafestival.org/blog/2023/1/19/news-mmf-mmxxiii-theme-poster-and-tickets" rel="nofollow" target="_blank">here</a><i><br /></i><p></p><p><b><i> </i>Buy me a Coffee page</b><i><b> </b></i></p><p> A Pixelated Point of View now has a Buy me a Coffee Page for donations. I will keep producing machinima no matter if donations come in or not. It is just that the proceeds of the BmaC page allow me to eventually upgrade hardware, purchase additional software/games/plugins, upgrade APPOV related things such as the upcoming website, maintain the machinima Vault fulltime or allow financial breathing space for me to work more and longer on certain projects. More information can be found on: <a href="https://www.buymeacoffee.com/appovfilm">https://www.buymeacoffee.com/appovfilm</a></p><p><b>More Exhibition news </b></p><p>Even more exhibition news this early on in the new year! Dusk and Onride were featured on the Lift-Off Global Sessions, a video on demand festival based in the UK between halfway and the end of January. </p><p><b>Github</b></p><p>I've opened up a Github account last december on which I aim to share all of my coding projects. It eventually should become a host for my coding portfolio and live environments for my (simple) games, pieces of software and algorithms. The portfolio will eventually be implemented in the A Pixelated Point of View website (once both are done that is. I will be first focusing on the coding portfolio. Once that is done, I will start coding the website for A Pixelated Point of View and overhauling my other websites). If you'd like to learn more, please visit:<a href=" https://github.com/jiyorude" rel="nofollow" target="_blank"> https://github.com/jiyorude</a></p><p> At the moment I have finished a rock Paper Scissors game coded in JavaScript and I am working on an improved version of the Dominion algorithm. I am currently updating the code and building a front-end for it so that the output can be displayed. I am also looking at a way to implement a 'save as txt file' feature so that people can get a tangible copy of their results. Of course, I am still in the pre-production phase for the Machinima Vault. I am working on a coding portfolio page that initially will be hosted on GitHub and later on on the yet-to-be-built APPOV site. </p><p>Lastly, I am working on a classic world clock in a teletext kind of style. I am not sure at how widespread the world clock feature still is with teletext providers, but at least here, it is big business. I remember there was a national outcry a couple of years ago when the public broadcasting network wanted to cancel Teletext. While many commercial networks have ceased their teletext operations, there are still thousands of people in the Netherlands who use Teletext from the Public Broadcasting Networks through a dedicated teletext app. As early as 2007, two-thirds of people who were asked if they were to miss Teletext responded with 'yes'. See <a href="https://www.marketingfacts.nl/berichten/20100402_nos_onderzoek_elf_miljoen_nederlanders_gebruiken_teletekst/" rel="nofollow" target="_blank">here</a> - This project is a bit of a nod towards page 777 - the world clock found on Teletext. <br /></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGFbHwVnllyNiAFyEUBCIdGg2ozGOAD4tom9P2fg92aMQPciT2XA03dLlCcmyNshz05iCAZerWxOK3SUUINiCAdLg-BF5-0zVruSXq-X4aPLyp9N7FtPB7S4mRjXXOzxa4wyq-5RpdbMgraTGiNL2QL29qf-06vQFcIijXzWLlMQJYGq9anzLohtqL/s3564/Screenshot%202023-01-23%20at%202.34.36%20PM.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1760" data-original-width="3564" height="316" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGFbHwVnllyNiAFyEUBCIdGg2ozGOAD4tom9P2fg92aMQPciT2XA03dLlCcmyNshz05iCAZerWxOK3SUUINiCAdLg-BF5-0zVruSXq-X4aPLyp9N7FtPB7S4mRjXXOzxa4wyq-5RpdbMgraTGiNL2QL29qf-06vQFcIijXzWLlMQJYGq9anzLohtqL/w640-h316/Screenshot%202023-01-23%20at%202.34.36%20PM.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Screen capture of SRPS - the JavaScript Rock, Paper, Scissors game I made.<br /></td></tr></tbody></table><br /><p></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7w7OiRiMgVoMOgPkTsOYWyDq0eAPoBPeh3oVEloETx1b0AsDlybyEDLxBYBxbWR_v0wueJoOL366xvR-VQGf-rA3O0TuufZTHr1sxLNSTqh7RWVyhG-pWqp5rR30zRrKD_xmzxMHFF7gUS8SUiehWfGYanvyEsRl2m_qRg9CTnckN3qjhW4XRsBh3/s1308/Screenshot%202023-01-19%20at%203.18.56%20PM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1308" data-original-width="1048" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7w7OiRiMgVoMOgPkTsOYWyDq0eAPoBPeh3oVEloETx1b0AsDlybyEDLxBYBxbWR_v0wueJoOL366xvR-VQGf-rA3O0TuufZTHr1sxLNSTqh7RWVyhG-pWqp5rR30zRrKD_xmzxMHFF7gUS8SUiehWfGYanvyEsRl2m_qRg9CTnckN3qjhW4XRsBh3/w512-h640/Screenshot%202023-01-19%20at%203.18.56%20PM.png" width="512" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Teletext world clock on the Dutch public network. Still active for 30+ years!</td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjF_ehh1jkFSK77ZdmlY09tpQoQOI8k79T9g5JZGE3VKWlNVz0zHfCOfAJRKwlI9G1fPT93Ilx01dLwgYrCEawv8rbp4Yjug7xWQHfXvOs5j-lh8F-JCbWscsK4Sb_8a2olJ5oTVfNRJosaX-KrDWmxZnJghN7qUVc60CaweZJ4MY6XX5BJVhJR3iWC/s1920/JavaScript-WorldClock.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1283" data-original-width="1920" height="428" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjF_ehh1jkFSK77ZdmlY09tpQoQOI8k79T9g5JZGE3VKWlNVz0zHfCOfAJRKwlI9G1fPT93Ilx01dLwgYrCEawv8rbp4Yjug7xWQHfXvOs5j-lh8F-JCbWscsK4Sb_8a2olJ5oTVfNRJosaX-KrDWmxZnJghN7qUVc60CaweZJ4MY6XX5BJVhJR3iWC/w640-h428/JavaScript-WorldClock.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Design Mock-up made in Photoshop<br /></td></tr></tbody></table><br /><p><b> Quake III collaboration</b><br /></p><p></p><p>Since the beginning of January I am working on a Quake III project. It is experimental by nature, but the project is more of a 'trick jump movie' kind of caliber. I'm making the project for someone else and the film revolves around that player's gameplay demo's. A number of these are, and a few of them used to be World Record runs. Since my last Quake related film that in fact focused on skill was from 2010, I'm interested to see what the end result will be. There's no further information on release. It will be this year. I am currently capturing all of the demo's. While I do tend to step away from the notion of skill in my Quake films, I found this collaboration project interesting because I have never done a similar project like this. Mainly a curiosity towards the Quake III defrag mod and a low number of annual releases of said movies and the fact it has been 13 years since my last similar film in Quake was what directly led me to say yes as I was approached with this interesting idea. I wanted to see how my interpretation of Quake III cinema would be visualized inside a Quake Defrag movie and how the public would respond to this experimental way of doing things. It's also an interesting opportunity to give A Pixelated Point of View more public exposure as well. I probably won't do more updates on this project until it has been finished and released. Once released, I will dedicate one more post to it with additional information about the project and its creative process.</p><p><b>DEPTHMAP DOMINION</b></p><p>DEPTHMAP Dominion will be a new installment in the DEPTHMAP series. I've blogged about it a couple of times and I've created a JavaScript algorithm that will define every single asset videowise of the film. Currently I'm upgrading and adjusting the code in order for it to be completely operational for production. Once DEPTHMAP Dominion releases, I will also release a version of the algorithm with a front-end, which allows other users to generate their own results and export it as a txt file for offline use.</p><p>At the moment I am still a bit torn between existing maps and custom maps (because of hardware), but I am aiming to create custom maps for this project. DOMINION's pre-production process will start most likely somewhere during the spring. I don't have any other information in terms of releasedates yet, but my initial plan is also for a 2023 release. Perhaps there is more DEPTHMAP related news to be shared for this year for yet another DEPTHMAP installment release in 2023, but as of yet nothing is certain and I will keep my lips sealed about this until the time is right.</p><p><b>Regression IV</b></p><p>Yes, Regression IV is <b>officially green lit </b>and aiming for a r<b>elease somewhere this year</b>. The production planning is now being made and I am ready to start recording within now and a couple of weeks. More updates will follow throughout the course of this year! Regression lives on!<br /></p><p> Until the next update! <br /></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-47631203212847022402022-12-20T15:45:00.005+01:002022-12-29T13:09:50.734+01:00Closing Words for 2022<p> Another year over. Another one has just begun. 2022 is almost at its end and it has been a very interesting year. This year saw the release of four projects (ONRIDE, DUSK, Pixelated Soundwaves and AR3NA) and many of these projects were a first. ONRIDE, for instance, was my first Valve based machinima used with the demo smoother. DUSK, was my first real Source Filmmaker project if you don't count all of the testvideo's I made over the years. Pixelated Soundwaves was the first audio-based project released for A Pixelated Point of View, and AR3NA was my first longform film and possibly the longest and ambitious film I have created so far. Wow. It didn't occur to me until I just started thinking about it. A lot of boundaries were pushed this year and a lot of projects were 'first-timers', so to speak. </p><p> In addition, a new format called APPOVTALK was established and its first two installments were released. The first episode saw me rambling about the use of depth of field maps inside of Quake III machinima alongside some examples from recent Quake machinima I had made. The second installment took us all back to 2007 in order to enjoy the nostalgic tunes of Habbo Trax and a deep behind the scenes look of how Pixelated Soundwaves was conceived and why.</p><p>A lot of new interesting games and software were added to my 'to-do list'. For example Microsoft 3D Movie Maker became open source, which is a very interesting relic from the past in terms of machinima-making (1995) before Diary of a Camper even existed. I'm not saying that 3DMM will be something that I'm going to explore in 2023, it's just something I've added to my research list alongside a lot of other games and pieces of software to eventually check up on when I get around it. I love to open that list from time to time because I forget about almost all of the other projects I came up with most of the time. It's often super inspiring to re-read short scribbles for possible projects that I thought of a year or three years ago. One of those scribbles always pops up in my mind and it's one that reads something like: "Play old FIFA games on the Nintendo Gamecube emulator and try to break loose from the game's camera. Then try to capture a bot match from your own point of view". It's something I've always wanted to try but just never got around to doing. These tiny little things are always a joy to read.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>In terms of festivals, it is safe to say that 2022 has been the best year so far. I've noticed a trend since 2020 where the amount of festivals my work has been featured almost doubled every single year. It all started in March with 4 (!) Quake III machinima films present at the Milan Machinima Festival. All films were screened in the Milan Interactive Museum of Cinema. I was really glad to be part of the Milan Machinima Festival for the second time! Shortly after, May was another fruitful month. Two films went to Greece. Another two films went to Spain. After a quite busy summer full of AR3NA shot rendering, IGNIIITIION Instagib was featured on Serbest Film Festival in Moldova and 5 (!!) films were viewable all at once at an online showcase called Lift-Off Sessions in October. The year was concluded with a finalist-spot as 'best experimental short' for DUSK in a Bulgarian film festival called V.i.Z Film Festival and during the time we are exchanging wishes for the new year during christmas and on new year's eve, AR3NA can be seen in its entirety on MMF VRAL (also my second solo exhibition on their platform, thanks for having me again!) What a year. I am legitimately excited for what next year will bring. Not only in terms of festivals but also in terms of projects.</p><p>I want to take this opportunity to thank each and everyone of you for watching my work again. Stay awesome. I wish you the best for the new year and have a great holiday season. I will be back from January onwards when there are new updates about projects. 2023 is going to be great. Until then!</p><p>- Jordy<br /></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-43680441049799601092022-12-15T12:00:00.076+01:002022-12-15T12:00:00.209+01:00RELEASE: AR3NA (2022)<p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMC6UJYkllx0JyKXx0lSZAcvWj16obl1MNWPjYNj7MtXrLty5AHBNwCqPp5MyaJe_bieCfuY68uuJvyMNhTPga_EB-sFAtInH9INy7xH53xmq5uBA_K8OWtbXfOCn4L5qDuWIE-_6XOmepPpC5sSXNgeGKbe-h1yS4Gw_6GnRveVfm1QFYv8BFzLRS/s2048/024.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="2048" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMC6UJYkllx0JyKXx0lSZAcvWj16obl1MNWPjYNj7MtXrLty5AHBNwCqPp5MyaJe_bieCfuY68uuJvyMNhTPga_EB-sFAtInH9INy7xH53xmq5uBA_K8OWtbXfOCn4L5qDuWIE-_6XOmepPpC5sSXNgeGKbe-h1yS4Gw_6GnRveVfm1QFYv8BFzLRS/w640-h268/024.jpg" width="640" /></a></div> <p></p><p>Today is December 15th, 2022. Today is the day. AR3NA is finally being released. It's been a crazy year, but here it finally is: ready to be shared with the world. I can't wait to hear what you think about it. AR3NA will have its premiere at exactly 12.00PM on YouTube. The full film will be released on YouTube, behance and the blog. A shortened version of AR3NA will be featured on Vimeo due to storage constraints on free Vimeo accounts. Since I still wanted to have a release on Vimeo, I decided to create a shorter version of the film for that specific platform<br /></p><p>AR3NA (or ARENA) is an experimental machinima and visual study produced by A Pixelated Point of View within the game Quake III Arena (1999) by ID Software. With a production time of almost one full year, this is the first ever longform/feature film project to be released by A Pixelated Point of View. </p><p>AR3NA is a visual study about Quake III Arena; its environments and its textures. A deeper critical look at over two-hundred maps that many of us have spent hours in. To frag, to score, to jump. The map is being. The map as 'being' is the outside layer of an onion, serving as the aesthetic layer for all of the nerve-wrecking last moment frags and capture the flag scores that takes place within a vast universe where only the strongest prevail.</p><p>AR3NA is antimatter. AR3NA rejects skill and traditional means of gameplay. No power-ups, no weapons and players are found. It is you, your inner thoughts. Inside a world that is empty. Inside a universe that is limitless. The rest is up to you.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIhGDfjJoYCgZrKV8YYkMf8p9XB8mT1z6p86OF18R4hdBqtutkBPMlviEaU_7m49T0cu5IF6z4np3l-2mH7P6fYQPhYDoTQnrEke1R0llF_pzLSBG_4adJ5EzijFz2uB6EANfnWRl5HwrnH1xOrgrAq-hCU9gEvlNDGfMrZj6LMQW2eI3vCTArrbsv/s2048/002.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="2048" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIhGDfjJoYCgZrKV8YYkMf8p9XB8mT1z6p86OF18R4hdBqtutkBPMlviEaU_7m49T0cu5IF6z4np3l-2mH7P6fYQPhYDoTQnrEke1R0llF_pzLSBG_4adJ5EzijFz2uB6EANfnWRl5HwrnH1xOrgrAq-hCU9gEvlNDGfMrZj6LMQW2eI3vCTArrbsv/w640-h268/002.jpg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBKx604luKIiAvopCwEpjZiaBfxE7pun1hAYDbH_K3WPY_GphlFbrsWdNZhtWiFvgkdiQrKVKDEQr-0PNhV2Q3nhaQ-GieSY9w4Dmz25dR22s_WPVfO7-zu471-PBx0EviHw2f21VW_qKLMCZPfA_x_sqRcL1us3KWRMEp8opeNtdPleOcvtuLUbhY/s2048/093.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="2048" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBKx604luKIiAvopCwEpjZiaBfxE7pun1hAYDbH_K3WPY_GphlFbrsWdNZhtWiFvgkdiQrKVKDEQr-0PNhV2Q3nhaQ-GieSY9w4Dmz25dR22s_WPVfO7-zu471-PBx0EviHw2f21VW_qKLMCZPfA_x_sqRcL1us3KWRMEp8opeNtdPleOcvtuLUbhY/w640-h268/093.jpg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixmEnY7KiGajdeKIq9yRCdhZIXShYYfwCQpi9DOJ5gvcR1Pd_ENXk7IuAy_lZKLuwfaIkFixGKo4AsapbuP9_bZ8YpXxN9-jYyIjjh23mxKd6bCLXAnR10HZHfx4wenFGta60nNSkmF8kUq_9DJ2l_2bsB37R0ySJBdu2bqBBLe1pLfbxS8YJ1ud6r/s2048/078.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="2048" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixmEnY7KiGajdeKIq9yRCdhZIXShYYfwCQpi9DOJ5gvcR1Pd_ENXk7IuAy_lZKLuwfaIkFixGKo4AsapbuP9_bZ8YpXxN9-jYyIjjh23mxKd6bCLXAnR10HZHfx4wenFGta60nNSkmF8kUq_9DJ2l_2bsB37R0ySJBdu2bqBBLe1pLfbxS8YJ1ud6r/w640-h268/078.jpg" width="640" /></a></div><p></p><p>Production took place over the course of one full year. Pre-production started in early January. Actual production took place between March and August. Post-Production was concluded early December. Approximately two-hundred maps made for the game Quake III Arena were selected from within the game's vanilla map selection and randomly on the lvlworld map repository. Each map was carefully explored with the help of the Quake III MovieMakers Edition Mod. Shots were created 'on the spot' based on current interpretation and usability of that particular portion of the map. In total, close to a terabyte of TGA sequences were conceived when production concluded and the entire project rounded close to two.</p><p>The film was edited by using an approach I'd like to call 'F&I (Feeling and Interpretation), rather than the 'fit to music' style that I'd often employ in other projects where the film was heavily edited to fit the flow of the music. To be more precise: the rough cut of the film was completely edited without any form of audio and primarily through feeling. The length of the shots and the placement of the shots was decided through this approach as well. Once the offline edit was established, it was time for the grading process; which was entirely done in Adobe After Effects through vanilla stock plugins. The main takeaway during grading was to differentiate the maps so that they'd be less recognizable in order to establish a more powerful cinematic experience. This was done with heavy contrasts, hue-changes, noise/grain and sometimes sky replacements/adjustments. </p><p>The last step before AR3NA's completion was audio post-production. An extensive music search was conducted inside YouTube's Audio Library and on FreeMusicArchive.org. The main purpose for the audio was to textend the still somewhat flat visual experience by creating a auditive universe through soundscaping in order to make it truly sound and feel like an industrial-based, eerie universe. The soundscape was created by cutting and combining parts from approximately twenty audio tracks. The majority of these were obtained from songs that have been used before in previous projects such as the Regression, IGNIIITION and DEPTHMAP series in order to create a bit of an auditive recognizable leitmotiv that would often reappear over the course of the film.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLyP4nGgYrBI52D46ZiExkF6kYXm6QEjT1CDAYIQBePD9ZSW7qtc2krZzhwcejU3Goeyxn5U5wC12FP-C0XM5uSXyYar0Wt3FvE5NL6r4VZnUj7cT1FBzANtVl3BVCAmlL3r1xokBRHyquOlCfqRzNmTOjSEnhfk93EYs5oYs2ZFfzm60KP8TaYTHQ/s2048/005.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="2048" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLyP4nGgYrBI52D46ZiExkF6kYXm6QEjT1CDAYIQBePD9ZSW7qtc2krZzhwcejU3Goeyxn5U5wC12FP-C0XM5uSXyYar0Wt3FvE5NL6r4VZnUj7cT1FBzANtVl3BVCAmlL3r1xokBRHyquOlCfqRzNmTOjSEnhfk93EYs5oYs2ZFfzm60KP8TaYTHQ/w640-h268/005.jpg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZXPKbJ-XQwofFoLosrE5TK-89vI7oxIpz5_19D-IGMt8CG_B_jialEvDVfFITWaRqZFPF3Zb4Kvh0JDuvcLcBdkEC21Pt6Qgcs1DT_in7A6qKpoHC-dOtu7mvJ32uJ2vAKQ-suRluUvrROPwEmd2nm13XbxzGh4YNepMLSmKsTLCetmAL1wUA4XFb/s2048/012.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="2048" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZXPKbJ-XQwofFoLosrE5TK-89vI7oxIpz5_19D-IGMt8CG_B_jialEvDVfFITWaRqZFPF3Zb4Kvh0JDuvcLcBdkEC21Pt6Qgcs1DT_in7A6qKpoHC-dOtu7mvJ32uJ2vAKQ-suRluUvrROPwEmd2nm13XbxzGh4YNepMLSmKsTLCetmAL1wUA4XFb/w640-h268/012.jpg" width="640" /></a></div><p><br /></p><div style="text-align: center;"><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/2gG--J7GMqA" title="YouTube video player" width="560"></iframe> </div><div style="text-align: center;"> </div><div style="text-align: center;">For those interested, the 4 minute version can be found down below:</div><div style="padding: 42.5% 0px 0px; position: relative;"><iframe allow="autoplay; fullscreen; picture-in-picture" allowfullscreen="" frameborder="0" src="https://player.vimeo.com/video/781031845?h=45218a1630&badge=0&autopause=0&player_id=0&app_id=58479" style="height: 100%; left: 0; position: absolute; top: 0; width: 100%;" title="AR3NA"></iframe></div><script src="https://player.vimeo.com/api/player.js"></script><div style="text-align: center;"> </div><div style="text-align: center;"> </div><div style="text-align: center;">And, last but not least: the official trailer:</div><div style="text-align: center;"> </div><div style="text-align: center;"><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/PKYN9JhpJGs" title="YouTube video player" width="560"></iframe></div><div style="text-align: center;"> <br /></div><div style="text-align: center;"> A Jordy Veenstra Film<br /></div><div style="text-align: center;"><div style="text-align: center;">A Pixelated Point of View Production</div><div style="text-align: center;"><br /></div><div style="text-align: center;"><b><span class="bold">Film Score:</span></b></div><div style="text-align: center;">This
film contains audio composed by Kai Engel, InSpectr, Yrrow, Jimena
Contreras, Mold Omen, Id of Mobius, Kyle Eyre Clyd, IMLC. These tracks
have been obtained from FreeMusicArchive plus YouTube's Audio Library. Quake III Sound
effects were used, composed by ID Software</div><div style="text-align: center;"><br /></div><div style="text-align: center;"><b><span class="bold">Maps:</span></b><br /></div><div style="text-align: center;">Please resort to the full end credits for a full list of maps used<br /></div><div style="text-align: center;"><b><br /></b></div><div style="text-align: center;"><b><span class="bold">Mods and Software:</span></b></div><div style="text-align: center;">Quake III Arena (1999), by ID Software</div><div style="text-align: center;">Challenge ProMode Arena, by CPMA Team</div><div style="text-align: center;">Quake III Movie Maker's Edition 1.8, by HMage, ent, auri en CaNaBiS<br /></div><div style="text-align: center;"><br /></div>© Jordy Veenstra 2022<br />© A Pixelated Point of View 2009 - 2022 <br /></div>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-558233063161261212022-12-05T20:59:00.009+01:002022-12-05T20:59:54.551+01:00AR3NA - OFFICIAL TRAILER<p>AR3NA has been completed. The film will automatically premiere on Thursday December 15th, 12PM Central European Time on YouTube. A four minute shortened version of the film will release on Vimeo. A release post will be shared on the blog the same day and will contain more information regarding the project.</p><p>A shorter version on Vimeo. Why? This is due to storage constraints on Vimeo. Although I was able to release the entire film on Vimeo if I were to render it with a 1mbps bitrate; the final result would not meet my expectations as it would be extremely pixelated and unrecognizable; especially during fast motion moments. By releasing a shorter version on Vimeo, I'd be able to provide a release on both platforms that both meet the quality I have set for my releases. The Vimeo version also contains a 'call to action' to the full film on YouTube. The full film will also be viewable on the Internet Gaming Movie Database (igmdb.org)</p><p style="text-align: left;">Please find the trailer for the film down below. See you at release day!</p><p style="text-align: left;"><br /></p><p style="text-align: center;"><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/PKYN9JhpJGs" title="YouTube video player" width="560"></iframe></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-54311302666848894382022-11-17T15:04:00.007+01:002022-11-17T15:04:55.078+01:00November Update<p>New month, new update! This will probably be the last update post for this year, as ARENA's release is coming closer and I'm extremely busy with the finishing touches. As I most likely won't start any more new projects during the remainder of this year there's not much use for another update. There will be a dedicated release post for ARENA, and of course a christmas wish/2022 recap from my side somewhere next month. With that out of the way, let's take a look at where I am right now.</p><p><b>A PIXELATED POINT OF VIEW WEBSITE</b></p><p>For the past year and a half I have been teaching myself how to code. I've been able to work with HTML and CSS thus far, and I am currently deeply progressing into JavaScript. There's a lot more languages left to learn as some are extremely convenient for web design, machinima making and videogame modding for instance. Think about the Source Filmmaker, which supports custom Python scripts. Or, for instance, Javascript, which I will be using for the RNG protocol for DepthMap Disconnected (more about that next year - I am not ready yet to create a full fledged RNG <span><span data-dobid="hdw">algorithm</span></span> with my current knowledge). I have come to the conclusion that programming is not only extremely helpful in my ever lasting quest to create more machinima, but also a great skill to master professionally for my career.<br /></p><p>As my knowledge of programming and coding is progressing, and my arsenal of machinima films and client-based work is slowly but steadily growing, I really want to have a own place on the world wide web where everything A Pixelated Point of View related can be found. I've shared a bit of a teaser about the website earlier this year already when I made a first sketch, but now I'm in the process of making the actual mock-up design in Photoshop. I use the mock-up design as a reference to code the final website. I did this as well back when I coded the website for ARCTIC LIME AudioVisual and in most cases, apart from a few last minute changes and some adjustments here and there, the website and the mock-up are almost exact copies of each other.<br /></p><p>Once the mock-up design for the A Pixelated Point of View website is finished, I will start the coding process when I have familiarized myself a bit more with JavaScript and similar language and their use in responsive front-end web design. The website will be a long-term project. I see the website as a side project which I spend a couple of hours on every so often.</p><p>Eventually, once the website is completely up and running and finished, it will replace my Behance page, my blog and my SoundCloud page. YouTube, Vimeo, FilmFreeway, LinkedIn and Instagram will remain. I am also using this opportunity to give the APPOV-style a bit of a redesign in certain places. I will share a couple of photo's from the mock-up design and tell a bit more underneath:</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGziI9Y37QolGg1I4_6Yi_ZcTfqpRwl57oogopbRs2m2FSVhuTtk7_Gpzz1ZRmxtNiO9f6FlakSoDKk1IJ1w319eiVztL5pCZWeQZhrOfqqTtVH7j3pNGQSSKqgP20Pf7IEWZ4WO-XRqTRA4QYP9zvVBsZdhkStqo8riUb6S824ASndEuxEUDddyrq/s1352/Screenshot%202022-11-17%20at%201.44.13%20PM.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="802" data-original-width="1352" height="380" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGziI9Y37QolGg1I4_6Yi_ZcTfqpRwl57oogopbRs2m2FSVhuTtk7_Gpzz1ZRmxtNiO9f6FlakSoDKk1IJ1w319eiVztL5pCZWeQZhrOfqqTtVH7j3pNGQSSKqgP20Pf7IEWZ4WO-XRqTRA4QYP9zvVBsZdhkStqo8riUb6S824ASndEuxEUDddyrq/w640-h380/Screenshot%202022-11-17%20at%201.44.13%20PM.png" width="640" /></a></div><br /><p>This will be the Index page. On the right are direct links to the social media platforms that remain. The square in the middle will play a loop video containing various shots from different projects and machinima.</p><p><b>FILMOGRAPHY</b> leads to a project index which contain links to all of my machinima projects released under the A Pixelated Point of View label. Every single project has its own dedicated project page containing further information. The <b>CURRICULUM VITAE</b> page contains a concise summary of my achievements, what I do, skillset and clientele. It also offers a link to download my full curriculum vitae. <b>CLIENT-BASED PROJECTS</b> is similar to filmography as it also contains a dedicated project index for my commercial work. In this index, projects are arranged client-based which means that all projects for a specific client will be merged onto a single page for that client. Now. <b>THE MACHINIMA VAULT.</b> It is really something I'm really proud of and I can't wait for it to be fully working and up and running. Since so many people have been so supportive of my work I decided I want to do something back for the machinima community and for all people who enjoy my work. The machinima vault will contain a dedicated guide on machinima-making for all of the videogames I have used thus far for my own projects or I'm familiar with. It will be a complete vault full of extensive guides on games such as The Sims, Grand Theft Auto, Valve's Source Film Maker, Rollercoaster Tycoon 3, Animal Crossing New Horizons and Quake III Arena that should get you up to speed in terms of machinima making, including a few post-production tips. Of course, games and additional information will be added as I go, so the vault is truly never complete. The Vault will also be regularly <b>backupped to the Internet Archive </b>once it is online; so in the dreadful event that something were to happen to the website, the Vault will always live on for (hopefully) generations to come and enjoy! In the end I will still also release a dedicated book about the Machinima Vault, but that is for far, far, far in the future from now.</p><p>Let's continue. <b>MISCELLANEOUS</b> contains other projects that are not directly found in the category of Machinima, such as APPOV Talks, the recent released album Pixelated Soundwaves, NFTs and such. <b>ABOUT APPOV</b> is basically an 'about me' page, which in great detail explains the establishment and history of A Pixelated Point of View. <b>RESEARCH</b> contains dedicated pages to my research, such as the research I am conducting on the 'practice of distortion'. <b>CONTACT & NEWS</b> are what they say they are. The NEWS page will be a dedicated News CMS and all of the content posted on the blogspot from the past two-three years will eventually also be found there. </p><p>Let's end this part with a couple more sneak peeks and after that let's move on to ARENA!</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHb_wWCsqA8C7aU-3HsAFyxSUAc1vf7Zc6B2kkx0jOcBcZNCyX9QyJvFfnNCzEW21Vwa5gI9r49iMQk5PgOUqn5E56-tuqdqSedzS3JwP-X-0nyG2FiCtCJy58z7bvk0DfPeEJLJRYPnsVbmSbTwMv6Qyz5OY-oCFI-ukIdttPV8KtRJwqK84KzUqL/s1370/Screenshot%202022-11-17%20at%201.44.11%20PM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="1370" height="374" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHb_wWCsqA8C7aU-3HsAFyxSUAc1vf7Zc6B2kkx0jOcBcZNCyX9QyJvFfnNCzEW21Vwa5gI9r49iMQk5PgOUqn5E56-tuqdqSedzS3JwP-X-0nyG2FiCtCJy58z7bvk0DfPeEJLJRYPnsVbmSbTwMv6Qyz5OY-oCFI-ukIdttPV8KtRJwqK84KzUqL/w640-h374/Screenshot%202022-11-17%20at%201.44.11%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Project page template, in this example I've used REGRESSION 3<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA63KXggMb4UZfnjr1M3a4EtYA7UuGcbaFusxS0N2FM8DKz8EXqNFZV8LsOkBPfezErUVi7Sb7n-UBIUOaiIC5jufyffXrOlAV_w_cVoJWxEOleinwG6aRWqPFKEPPsYvsEHGzQ6BkLujfCJSIkQK0oMfO29Y02pSn1C-47pBCN8WAw-COwuODl9Fb/s1960/Screenshot%202022-11-17%20at%201.46.52%20PM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1174" data-original-width="1960" height="384" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA63KXggMb4UZfnjr1M3a4EtYA7UuGcbaFusxS0N2FM8DKz8EXqNFZV8LsOkBPfezErUVi7Sb7n-UBIUOaiIC5jufyffXrOlAV_w_cVoJWxEOleinwG6aRWqPFKEPPsYvsEHGzQ6BkLujfCJSIkQK0oMfO29Y02pSn1C-47pBCN8WAw-COwuODl9Fb/w640-h384/Screenshot%202022-11-17%20at%201.46.52%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Entering the Machinima Vault<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZMmACruj4k4voU47bewX1lgBuMpeXPgUsdntMHc3WkGf0Otub9OyyBhmKMKoPIo7WV6eNfJway9ACBlGOTcs1i-bgM8LiA5iAB67agofeJwmnFqUiV5-CNN8B8ndWurp-k2z3IomO3rrBPy6ZMvK6xj-9mMuq6L-cHrilDJlhoxsh6gVn0tlgopjQ/s1302/Screenshot%202022-11-17%20at%201.48.32%20PM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="490" data-original-width="1302" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZMmACruj4k4voU47bewX1lgBuMpeXPgUsdntMHc3WkGf0Otub9OyyBhmKMKoPIo7WV6eNfJway9ACBlGOTcs1i-bgM8LiA5iAB67agofeJwmnFqUiV5-CNN8B8ndWurp-k2z3IomO3rrBPy6ZMvK6xj-9mMuq6L-cHrilDJlhoxsh6gVn0tlgopjQ/w640-h240/Screenshot%202022-11-17%20at%201.48.32%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Partial homepage of the Machinima Vault. The guide for Quake III is selected.<br /></td></tr></tbody></table><br /><p><b>ARENA</b></p><p>ARENA is now fully complete video-wise. The grading process was concluded a couple of days ago, and I've added all of the visual effects, titles and end credits into the video. The edit has now been locked, which means the only thing left to do for me is to focus on the audio spectrum of the film and to prepare the film for release! The film will be released somewhere between <u><b>December 12 and December 23</b></u> if everything keeps going according to plan! I'll share a few more sneak peeks for the film underneath. I can't wait to share it!</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMlSnx-M4Z09Z76XDJEpq77zE43MXlw9X4RghMhpX0U8E-3Zks1er768vQpdeE3fii3HPFGuWdRmyXxIYS8PWiZmyVxCDHNw2bT1uSEJ3YUslAgfPqIK0i-5_DwR0jMGv5714cKJ8Ukm7nLyi03dJY89uogJylfdlp0XjXFRuYgS9UPzDODGzKUmT6/s2048/008.tif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="2048" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMlSnx-M4Z09Z76XDJEpq77zE43MXlw9X4RghMhpX0U8E-3Zks1er768vQpdeE3fii3HPFGuWdRmyXxIYS8PWiZmyVxCDHNw2bT1uSEJ3YUslAgfPqIK0i-5_DwR0jMGv5714cKJ8Ukm7nLyi03dJY89uogJylfdlp0XjXFRuYgS9UPzDODGzKUmT6/w640-h268/008.tif" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ6vzIRALE7NQaVmqdEY9fMcWmPC4aEYLgKDK8tNQhuUPIS68vwkDrYh8TEnqNvIyNSjEHXaW3m3XGFDB0UIk6WS_ZuFK_lFcj67Wky9AHRXtsSGc28a6aCFU4FGJoxS5Ph0RbQ-J5RADnvxrq9wxHHIV9SLKG-Z1WEhCcIBEkNgF7YGu3kcU9dsMj/s2048/013.tif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="2048" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ6vzIRALE7NQaVmqdEY9fMcWmPC4aEYLgKDK8tNQhuUPIS68vwkDrYh8TEnqNvIyNSjEHXaW3m3XGFDB0UIk6WS_ZuFK_lFcj67Wky9AHRXtsSGc28a6aCFU4FGJoxS5Ph0RbQ-J5RADnvxrq9wxHHIV9SLKG-Z1WEhCcIBEkNgF7YGu3kcU9dsMj/w640-h268/013.tif" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQvO8ZqE1qB9Ni5-h9TbirXSPtwqz0H-NRO-URDX_IfcDRLfzdAqDHezSTtrpAMYIKb30W0WFalE-KaOC3E9tFn5pNpL9zoJ7Pdiczrh2PmSNlDSydnab6hlPuBV2w4rDn79XsTIK8Z7Mx6WJAUvOSj3LRHxEgV3gbeHs765LJqwu6XZ2muyGfNTtu/s2048/080.tif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="2048" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQvO8ZqE1qB9Ni5-h9TbirXSPtwqz0H-NRO-URDX_IfcDRLfzdAqDHezSTtrpAMYIKb30W0WFalE-KaOC3E9tFn5pNpL9zoJ7Pdiczrh2PmSNlDSydnab6hlPuBV2w4rDn79XsTIK8Z7Mx6WJAUvOSj3LRHxEgV3gbeHs765LJqwu6XZ2muyGfNTtu/w640-h268/080.tif" width="640" /></a></div><p></p><p><b> </b></p><p><b>REGRESSION IV</b></p><p>I've conducted a few more tests in Grand Theft Auto IV in order to check the feasibility of Regression IV at this moment. I've been able to find a decent balance between the distance of the camera and the prevention of the texture/lighting/entity popping that is present into the game. I'm glad about that since popping was a huge game breaker since no matter how immersive Regression IV would be, popping can always drag a viewer out of that movie-trance state which can really put the flow and overall perception of the film into a downfall. Also, I've decided that the entirety of the film will be taking place during cloudy/rainy weather as it suits the grading better I have in mind for the film. Grand Theft Auto IV really suffers from some weird color choices when the map is experiencing sunny weather which don't seem to be able to look nice in post in my opinion. Furthermore I believe the cloudy/rainy weather really fits the grungy New York City aesthetic I'm trying to pull off with Regression IV.</p><p>Scenes will be shot throughout the course 'of a day in Liberty City', so shots will be shot around the in-game clock instead of picking one set time as in the previous two films. This way there will be a more gradual transition from day to night (something that Regression 3 lacked) which should be an overall improvement overall. Happiness Island may be shot during the day for instance, while Rockstar's interpretation of Central Park may be shown during the night, etcetera.</p><p>I've conducted a few more tests camera wise by using a couple more plugins for post-production. One of these plugins allow for the creation of depthmaps which in turn can be used for depth of field inside of the shots. Since footage made in GTA IV lacks proper depth of field of any kind, this is really a welcome addition and in turn could benefit the cinematic aesthetic of the film. There's only two more things left for me to investigate, which are additional mods and texture replacements. The trainer I am currently using for various things does not respond well to keyboard input. I am not sure what's the cause of this issue. It could be easily solved, or it could mean I need to change my mods alltogether. Still a few hiccups that need to be addressed, but time should be able to squeeze these out. So far so good. I hope to give more information about Regression IV in the new year. </p><p>Cheers!<br /></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-31987109954818651992022-11-01T14:53:00.000+01:002022-11-01T14:53:24.174+01:00Grand Theft Auto IV - Work In Progress<p>Let's go back to 2020 when I said that I envisioned Regression to be a complete saga of multiple films. I still think about it this way. I can safely say that Regression 3 is not the final installment in the Regression-series. To be honest, when I said that 'time would only tell whether more Regression films were coming', I was lying. Ever since the first Regression film came out I already made a list of possible Regression films and their respective Grand Theft Auto games that they will take place in. That list will remain a secret until it's been decided that the series has come to an end and all films have been released. Although I have a good idea what I want and don't want with this series, I am not set on the amount of films that are going to be made as I am still exploring other GTA games beyond GTA V, such as GTA IV and others. To be honest I am shifting this list all the time so it's better to keep any form of confusion away. The only thing that I want to say about Regression is that potential good news is on its way.</p><p>There was a lingering issue that prevented me from making more Regression films post-2020. This was mainly due to suitable hardware. At this moment, that issue remains unfixed. But the past month there has been a huge development going on that resulted in a very bright light at the end of the tunnel. I have been FINALLY able to get a virtual machine working on my M1MAX machine. Not only that, the VM works pretty well and performance within an extensive list of games that I want to utilize for machinima has been very solid. One of these: Grand Theft Auto IV.</p><p>If Regression IV were to be made, it would take place in Grand Theft Auto IV, and the runtime of the film would be immensely extended to somewhere between 30-40 minutes in order to become a fully dedicated city symphony / visual study of Liberty City. Emphasis is placed on 'were' because as of this moment I am still highly experimenting with the game and I do not want to raise too many expectations. Regression IV in terms of feasibility in 2023 looks good so far, but I've done this long enough to know that issues can arise from every corner. That is why I do not want to be too euphoric yet and first want to go through an extensive testing period this winter to make sure everything works as it's supposed to be before I am leaving any dedicated dates behind. Besides testing, I would need to explore the map in great lengths and detail in order to come up with shots, shot contents and the time of day/weather during the shot.</p><p>At this moment, I am busy with making small sequences, editing these in the Rockstar Editor, color grading these sequences and testing out various mods. I am using various trainers and the well-known OpenCamera mod to make machinimating a bit easier. Especially the OpenCamera mod; installed by default in GTA V with OpenIV, gets rid of that annoying camera barrier. Problem is that unlike GTA V, GTA IV suffers from object, light and texture popping in game if the camera is too far away from the player due to the game's draw distance. I'm still currently trying to find a good balance between the camera and the draw distance. I have managed to downgrade GTA IV - The complete edition as well to 1.0.0.7 in order for these mods to work. </p><p>Another issue with GTA IV, is that unlike GTA V, GTA IV can only export in wmv encoded video files that are heavily compressed. GTA V has 'EVE' for example, a mod that allows you to export in lossless Apple ProRes. Unfortunately GTA IV does not have this feature so this means I need to fix a lot in post, I am still trying to figure out if there is a way to digitally enhance and upscale the video's (with Topaz, for example). I have managed to conceal a lot in grading already, but I do want to see whether I can go beyond 1080p during this project.</p><p>Also a couple more things I still need to test and figure out in the coming months:</p><ul style="text-align: left;"><li>Get more stable framerates as the frame sometimes plays at 30 fps and at times dips between 15-20 frames;</li><li>I need to figure out whether like GTA V, GTA IV can be played on low settings, and before exporting the video's graphics can be maxed out in order to get the best rendering quality possible.</li><li>Need more testing with mods, need to find more mods to add as well.</li><li>I am thinking about using texture replacements in this film. That means I need to learn texture modding.</li></ul><p> Here is a test that I made earlier this afternoon with a little crash sequence. It contains a GIF of the original WMV from the rockstar editor, before/after screenshots and the final film. Enjoy!</p><p>More updates will be posted about this work-in-progress if there is anything new to report. Production on ARENA is still going strong - nothing new to report about that one so far. The entire video-part of the film has almost been completed. Audio post-production will start soon! Cheers!</p><p> </p><p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKwmKp3LnFuSd6_6vOdrPW_Qjh6Kye1-vgTp6e1ovGaKDcSVV4IPr_R0-UURWt84rJXCj9AmWSoE2-hwn_4Mr-Xa3ZQouHCQbQJt8FNKUftnT-MHn6IDRNkTNwgpJA3NFl1bp1JsaoLYLH2q_exILibc2_lZnLCU2ZKXA-XuBctAxvQkUDF5RUiCm_/s1000/Brrrr-compressed.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="563" data-original-width="1000" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKwmKp3LnFuSd6_6vOdrPW_Qjh6Kye1-vgTp6e1ovGaKDcSVV4IPr_R0-UURWt84rJXCj9AmWSoE2-hwn_4Mr-Xa3ZQouHCQbQJt8FNKUftnT-MHn6IDRNkTNwgpJA3NFl1bp1JsaoLYLH2q_exILibc2_lZnLCU2ZKXA-XuBctAxvQkUDF5RUiCm_/w640-h360/Brrrr-compressed.gif" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">GIF of the original WMV - straight out of the Rockstar Editor<br /></td></tr></tbody></table></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfKqB2yTmYFvJXm7Sc8WlZBAjlMuc9H9xLik6XP9gl-MHG4u3Gk9RDpGU1O3YFne1WAWR70knjR73J6lnb_uFlAqUCpxOjd4DLTh1Oo_ZuWD_AX097uOV2DBJS2R2AcwsMpqt5HR4kLeBwMhCjChin-8sfL9tqi_YAnF9oN--L-0QPnS3ymf93JvCg/s1736/Screenshot%202022-11-01%20at%201.47.59%20PM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="742" data-original-width="1736" height="274" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfKqB2yTmYFvJXm7Sc8WlZBAjlMuc9H9xLik6XP9gl-MHG4u3Gk9RDpGU1O3YFne1WAWR70knjR73J6lnb_uFlAqUCpxOjd4DLTh1Oo_ZuWD_AX097uOV2DBJS2R2AcwsMpqt5HR4kLeBwMhCjChin-8sfL9tqi_YAnF9oN--L-0QPnS3ymf93JvCg/w640-h274/Screenshot%202022-11-01%20at%201.47.59%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Before grading<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHK7wYnHxg8-m2ahg4Pwr2kRCWkfe_tSh6QYhqomJmEvx9SNp090Ux5R-7rbNdqbcm5lKP0PkMAPIRu6DHJBIgvcrhf8i0O5EcnXVGWA2gYN8sxEY5BrDBTXsDxjB1mwioQZyVe5Dw7WQ/s1742/Screenshot+2022-11-01+at+1.48.08+PM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="746" data-original-width="1742" height="274" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHK7wYnHxg8-m2ahg4Pwr2kRCWkfe_tSh6QYhqomJmEvx9SNp090Ux5R-7rbNdqbcm5lKP0PkMAPIRu6DHJBIgvcrhf8i0O5EcnXVGWA2gYN8sxEY5BrDBTXsDxjB1mwioQZyVe5Dw7WQ/w640-h274/Screenshot+2022-11-01+at+1.48.08+PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">After Grading</td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p></p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dxpVvLSIO3B0lrIVbWkyxQSRmJtD_l2JKKrWaAIxv6tPvmk6CpokhrzLFUiDiEBYpCuSfNDy1Xhuo-gSk0H7A' class='b-hbp-video b-uploaded' frameborder='0'></iframe></div><br /><p><br /></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-1109050665750976742022-10-26T12:41:00.001+02:002022-10-26T12:41:59.210+02:00RELEASE: APPOVTALK #02 - Creating Pixelated Soundwaves<p>After eight months it's time for a new installment in the APPOVTALK series. Episode two steps away from the Quake universe (just for now) and discusses the highly popular online game 'Habbo Hotel' in tandem with one of its most popular features from the past: 'Trax'. APPOVTALK 2 briefly discusses the roots of the hotel, the Trax feature in general and finally follows up with a demonstration of how Trax used to work on an externally operated 2009 Habbo Retro server that showed the game just before the merger from Shockwave to Flash; which unfortunately broke the Trax composing feature irreversibly in its wake (existing songs could be played again a couple of months later - yet, no new songs could ever be produced again). The video is pretty lengthy, around 30 minutes, but I prefer this kind of format as it allows me to truly speak my mind so to say and to really dive into the matter at hand. In addition it allows me to reflect a bit on the good old days of Habbo Hotel.<br /></p><p>Afterwards, a deeper look was taken at a number of songs that were featured on the album inside of Ableton Live alongside some personal commentary. In order to keep the film digestible and to prevent it from being over an hour long, four out of the twelve songs have been shown. For those that are interested in what kind of inspiration I've had for all of the remaining songs, there is more information to be found down below in this post. Enjoy!</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7NUN02hSYH6D7fYFy-j5rVqz3ORY4cgJk0z6PAW5wtYtnQenNh5c5EigFk4YId6O9guV46-CLaKG172l2cFL8vib_2iQeqDmZceqMLb2OTF6RmuH1SO1O5WjfaotZ-Oxp1eNUhBkrfuC7WEL-Wz7JJJdsQm1KKW5eknwaTyUyiiEW3IqohKcB-nZI/s1706/Screenshot%202022-10-10%20at%205.34.37%20PM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="874" data-original-width="1706" height="328" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7NUN02hSYH6D7fYFy-j5rVqz3ORY4cgJk0z6PAW5wtYtnQenNh5c5EigFk4YId6O9guV46-CLaKG172l2cFL8vib_2iQeqDmZceqMLb2OTF6RmuH1SO1O5WjfaotZ-Oxp1eNUhBkrfuC7WEL-Wz7JJJdsQm1KKW5eknwaTyUyiiEW3IqohKcB-nZI/w640-h328/Screenshot%202022-10-10%20at%205.34.37%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Orient Club in the old version of Habbo - One of my favorite places to hang out</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUqySUEdOM5fnPjuQaw8qdTI7RSeHhn1BcyIOn56h2eo9msylZgdZmyQ1Xq3uop48HFo9X3rTaDoJUy4JXS697m3sFgFhpw3lEAdJX8cCdQGYc67oMnDoDinE_t-yJYWU1rRNWAPUb8tSTFQJFxc18FvNRdlTiRNh5aShAPioCv6ukjPXtybtMG9cr/s1450/Screenshot%202022-10-10%20at%205.34.58%20PM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1034" data-original-width="1450" height="456" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUqySUEdOM5fnPjuQaw8qdTI7RSeHhn1BcyIOn56h2eo9msylZgdZmyQ1Xq3uop48HFo9X3rTaDoJUy4JXS697m3sFgFhpw3lEAdJX8cCdQGYc67oMnDoDinE_t-yJYWU1rRNWAPUb8tSTFQJFxc18FvNRdlTiRNh5aShAPioCv6ukjPXtybtMG9cr/w640-h456/Screenshot%202022-10-10%20at%205.34.58%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Me inside of my office room</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZTHMhKS0X5aFN2YnWSnXwxUc4McF7fd2_HkmIXptikYitLLEp9mG6bmoJaBGJ-AFAt15PUCGEKslQe0tW2gH4y6WJeY-068oJdDH-nMaStOxwcQVrTz3Ib5QTfODDx1oQbYzgkImMVtXCWgeWWpWa61mSAG7f2xyYFqG1BRGYebgXwOeWsSDW1yH6/s1744/Screenshot%202022-10-10%20at%205.35.12%20PM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="794" data-original-width="1744" height="292" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZTHMhKS0X5aFN2YnWSnXwxUc4McF7fd2_HkmIXptikYitLLEp9mG6bmoJaBGJ-AFAt15PUCGEKslQe0tW2gH4y6WJeY-068oJdDH-nMaStOxwcQVrTz3Ib5QTfODDx1oQbYzgkImMVtXCWgeWWpWa61mSAG7f2xyYFqG1BRGYebgXwOeWsSDW1yH6/w640-h292/Screenshot%202022-10-10%20at%205.35.12%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">A demonstration of the TRAX UI inside of a external hosted V31 server</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKCgfuQ5f9vmGGNYywo41ZBiMIkDPl3fUOeinlfKt2-Zh1ejTiyTNzyU8tGGt-VD-IeHvjiCAAF_R-T_ffHPWH9zTSKysSIVUbr_wqbKiTF2aeMRPh_WXD_Jh1uLBWzRb3Tf61Qqkz1sRglzZu_VinuPWc_7NV4d5n8ZA480leQLBBlcaBN3TPDy0G/s2366/Screenshot%202022-10-10%20at%205.35.30%20PM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="978" data-original-width="2366" height="264" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKCgfuQ5f9vmGGNYywo41ZBiMIkDPl3fUOeinlfKt2-Zh1ejTiyTNzyU8tGGt-VD-IeHvjiCAAF_R-T_ffHPWH9zTSKysSIVUbr_wqbKiTF2aeMRPh_WXD_Jh1uLBWzRb3Tf61Qqkz1sRglzZu_VinuPWc_7NV4d5n8ZA480leQLBBlcaBN3TPDy0G/w640-h264/Screenshot%202022-10-10%20at%205.35.30%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">A song project inside of Ableton Live</td></tr></tbody></table><p></p><p><br /></p><p style="text-align: center;"><b> </b><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/L87b-A3z740" title="YouTube video player" width="560"></iframe> </p><p style="text-align: center;"> </p><p><b>TRACK #1 - EARLY DAYS</b></p><p>For the first track on the album I limited myself to only the first three cartridges that were released in the Trax catalogue in early 2007. These were the Habbo Theme, Duck Funk and Battle Ball Theme cartridges. I started off the song with a standard drum and bass as a nostalgic nod to the earliest days of Trax. Back when Trax was just released, everyone seemed to make this drum and bass combination as a simple way to get some beats going, or to test out the new feature that Trax brought to the table. Especially the first couple of days you would hear this composition everywhere. Once the song progresses, it also progresses in its complexity and transforms into a nice experimental playground for me to grab existing samples, chop them up, combine them at will and to see what sticks and what not. In a sense, Early Days reflects the good old days of Trax in a modern coat of paint during which two decades overlap.</p><p><br /></p><p><b>TRACK #2 - VERMILION</b></p><p>Vermilion is a remaster of the very first 'real' trax song I made somewhere in the summer or autumn of 2007. I've heard the original countless times over the years, even when I log on to the original hotel from time to time I still hear the song and it's a song I really hold dear. To me it resembles my time inside the Hotel and love for Trax in one since I've heard it so much over the years. The song is a faithful recreation of the original, with some 'psasss' added to spruce it up a notch. The runtime is also a bit shorter than the original to keep it free from too much redundancies. It combines the Bhanga Mantra, Jive SideBurns, HouseLoops, and El Generico cartridges. The original song was called Capri 2. I have no idea why I gave it that name. I wanted to give it a better name. It imagined the song as a color and came up with Vermillion and I found it to be a sleek, sassy and classy name that represented the spirit of the song. Fiery, but not in your face.</p><p><br /></p><p><b>TRACK #3 - SEARCHLIGHT</b></p><p>Trax had a significant amount of Dance, Trance and House Loops, but didn't you just hate it that the songs were too slow for the samples? Since Trax was locked at 120BPM, you couldn't truly make a real trance song. Luckily, this time by using Ableton Live, I was able to work around that by amping it up to 134BPM in order to make it sound and feel more like a classic trance journey. This is probably the closest I can get to a real trance track with pre-made Habbo Samples. I tried to stay close to traditional classic trance as possible, you know, with a nice long build up, heavy kicks, cooldown - just like the classic trance journey's. I think this song is, together with Vermilion and Lighting the Tiles, by far my favorite one on the album.</p><p><br /></p><p><b>TRACK #4 - MIRAGE</b></p><p>Mirage is a recreation of a song which I named '150 degrees'. It is a faithful remake to some extent, but I took out a couple of the pop music references out because they brought the song down. The original had also too much emphasis on the whole '1001-night' thing, so I tried to tone that down a bit. There's not much else to state about the song, I renamed the song Mirage as in a mirage in a desert in order to stay in line with the whole Alhambra music theme.</p><p><br /></p><p><b>TRACK #5 - DISCOVERY OF DESTINY</b></p><p>This track combines idea for four different tracks I have made in the past. Two were test tracks with some standard drums and guitar riffs, and the other two tracks were called 'Discovery' and 'Destiny'. Destiny was the only full metal song I had ever made, and Discovery combined metal riffs with classical piano compositions. I initially tried to go the same route, but I couldn't really get a decent result, so I decided to make Frequentia the classic piano song instead and just to go full metal and rock on this one. I combined ideas of both tracks and renamed it to the Discovery of Destiny. All of the samples work together so nicely although they were mixed from probably 5 different cartridges!</p><p><br /></p><p><b>TRACK #6 - LIGHTING THE TILES - 128BPM EDITION</b></p><p>This track must sound very familiar to those who used to play BattleBall, or BattleBall Reloaded, or SnowStorm, or whatever it is that the game is called nowadays. Seriously, this game has went through more name changes than most celebrities. It's safe to say I put inspiration from the original battle ball theme that used to play during these matches. And it's also safe to say that the original theme was extremely mediocre at best. It was the same 20 second loop over and over again for 3 minutes straight. I wanted to create a more exciting and tension-laden version of the song and to implement the speed of the game, its tension, the emphasis on accumulating points and also the ever-ticking clock that never seemed to be in your favor. The song would start off similar and slow, but it would lead to a half-way build up and halfway things would hit the roof so to speak - and the music would amplify that - since halfway through the game was often the time to start accumulating those points. I decided to put some more tension on the final part of the song to emphasize that the final seconds of the game had begun and to emphasize: go on, you can still win! Grab those final points. I did that with a sample that kind of resembled a ticking clock. If you listen closely you are able to hear it throughout the entire song! To me, this song really embodies battle ball that its original counterpart did not. It embodies the hectic moments, the fun and the competitiveness. There is also a slight emphasis on speed by amping up the BPM from 120 to 128 in order to create a bit of urgency. Battle Ball games lasted around 3 minutes, so I wanted my new theme to be the same.</p><p><br /></p><p><b>TRACK #7 - ROYALE</b></p><p>Royale is a bit of a odd man out. It's made of a combination of random samples, tiki trax packs and reggaeton samples that were found on random trax packs. For most of these samples I cannot seem to remember whether we even had them in the original hotel! Unfortunately I can just be very quick about this song, it's one of the few that uses a standard ABAB song structure and there was no further inspiration to this song than simply listening to all of the samples for hours on end.</p><p><br /></p><p><b>TRACK #8 - VOLTA</b></p><p>Volta is a combination of the techno, electro and minimal electro sample packs. I took inspiration from the trendy and hip minimal electro background music you often hear in clothing shops. They are often pleasantly to listen to, contain a nice rhythm, but don't interrupt too much in what you are doing while still offering a bit of diversity in the background. I imagined Volta to be just that. Of course, Volta, is a nod to electricity due to 'Volts' and the electro genre, but it also means 'return' in Portugese. Or at least, that's what my train ticket said. Since certain melodies keep returning over and over again, I named it Volta since I was able to create various recognizable loop while remaining diverse at the same time.</p><p><br /></p><p><b>TRACK #9 - BLIZZARD</b></p><p>Yes, there were Christmas sound packs. I believe they were released in the Dutch Hotel somewhere around 2007 together with the limited edition red trax machine. Most of the samples were breathing too much Christmas, like Christmas jingles, 'ho ho ho merry Christmas' samples and what not, so I decided to create a soundscape instead since there wasn't a whole lot left to use. I did enjoy these samples back in the day for some reason, so I decided to give them their own little spot on the album. It also adds to the diversity of the album, which is always a good thing, so why not?</p><p><br /></p><p><b>TRACK #10 - DOWNTOWN</b></p><p>I've used all of the r&B, HipHop and Funk trax packs that I was able to find. I was inspired by oldskool street performances, people breakdancing, people walking with boomboxes on the street downtown, that sorts of thing. I wanted to create a recreation of that feeling and that particular atmosphere by imagining a large crowd standing around a dance performance somewhere downtown in a large city while this song was playing.</p><p><br /></p><p><b>TRACK #11 - FREQUENTIA</b></p><p>Trax had many genres and styles, but way too less piano samples! They should've made a lot more an there were only 2 cartridges if memory serves me right. There is not much to say about it, except that this is also an audio scape with returning compositions and build-ups. I've tried to create a bit of a narrative inside of the song by combining various piano samples with one another.</p><p><br /></p><p><b>TRACK #12 - CALLER UNKNOWN - 148BPM RINGTONE EDITION</b></p><p>The last track on the album is a ringtone! Why? For those that can remember the good old ringtone subscription advertisements on television, you'd know that Habbo had its own ringtone somewhere between 2005 and 2007. I actually had the ringtone on my phone. This is a nod back to that time and the ringtone culture during which people used ringtones to differentiate and distinguish themselves from the crowd. I remember that at that time, everyone almost had different ringtones and people'd swap ringtones through Bluetooth (which took forever, by the way). Now, everyone uses the same standard Apple/Samsung ringtone all over again The ringtone combines parts of the original plus some of the returning compositions that were found on Pixelated Soundwaves in order to make it truly a part of the album.</p><p> </p><p>Again, this APPOVTALK was made for entertainment and educational purposes only and as an extension of the Pixelated Soundwaves project. Habbo, Habbo Hotel, Trax and all of the Trax samples are trademarks of Sulake Oy, Helsinki, Finland. <br /></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-90091240383159830112022-10-13T16:47:00.003+02:002022-10-13T16:47:58.577+02:00October Update<p>Custom Content, unfortunate decisions, positive progress with ARENA post-production and upcoming projects. Time for an update. First things first. Pixelated Soundwaves released last week. I really enjoyed making the album and composing all of the songs. The first reactions on the album so far are highly positive, especially within the Habbo community or with people who used to play the game. You can check out my YouTube channel if you want to give the songs a listen.</p><p>Now, before I move on to ARENA, I have finished recording the second installment of APPOVTALK, which focuses on the creative process behind Pixelated Soundwaves by exploring a couple of Ableton live projects, a bit of a backstory on Habbo Hotel and also a demonstration of how Trax used to work back in 2007 inside of an externally operated classic Habbo retro server that emulates version 31 of the hotel (which released somewhere in late 2008/early 2009). Expect the format of APPOVTALK to be a lot less formal from this episode on. I want to bring APPOVTALK back to its essence, which is me talking about A Pixelated Point of View, projects, brainwaves and so forth in a highly informal way; more like a one-on-one talk in which I ramble about Machinima, videogames, technology and art. The second installment of APPOVTALK will still release this year on the blog and on YouTube. I will share another dedicated post about APPOVTALK #2 when it releases, so stay tuned.</p><p>Let's move on to ARENA. The color grading process is now around 60% done. It has taken a tremendous amount of time ever since I started in September. Luckily I am becoming more consistent in the amount of work that I'm able to shift each day, so that is a huge plus for the postproduction process as a whole. I hope to finish grading around the end of October and/or the beginning of November so that I am able to move on to the soundtrack, visual effects, title design and finishing touches. A December release is still perfectly feasible. </p><p>Unfortunately the custom map that I had planned for the film had to be cancelled since I couldn't get hold of a decent computer that I can use for Quake II mapping. Funds are also too tight to get some decent hardware of any kind. Let's keep it at that. On the bright side, the time I would otherwise spend on mapping can now be used on the online post-production for ARENA. It was a unfortunate decision I had to make because a couple of months ago I decided to focus more on custom-built assets in my work (custom maps, custom objects etc in order to lessen my dependance on copyrighted game assets and to be able to enjoy more creative, artistic and commercial freedom with my work since all of my work can only be released under Creative Commons copyright laws) and I wanted ARENA to be the first film to feature custom made content made by myself of some kind to introduce this idea. I found the thought of having my map featured in my own film alongside those of countless other mappers extremely interesting and inspiring. Anyway, with or without custom map featured in the film, the final result will be awesome. It's really starting to look like a feature film now and I feel a lot of excitement every time I work on the project. I'll share another screenshot of a graded shot featured in ARENA down below.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrUvJPTRUjl0Nsu5n8NpVyQyldxmJ8tYUlmuH9qJMjzpNOUQnmqBMKXmcxjhcSWT7r-pWM1-6lMnenxE2w1nnJXSTyTXKrB0CKsPHjYfkbmXsJnlKN6fj9zibCIWB8fH-C-weZZTzgibdcnvtkKbPy5bphvewmpZuVfudJZMiQUdxcjkrhdIB1W_3P/s2048/ARENA.00_09_55_11.Still003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="2048" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrUvJPTRUjl0Nsu5n8NpVyQyldxmJ8tYUlmuH9qJMjzpNOUQnmqBMKXmcxjhcSWT7r-pWM1-6lMnenxE2w1nnJXSTyTXKrB0CKsPHjYfkbmXsJnlKN6fj9zibCIWB8fH-C-weZZTzgibdcnvtkKbPy5bphvewmpZuVfudJZMiQUdxcjkrhdIB1W_3P/w640-h268/ARENA.00_09_55_11.Still003.jpg" width="640" /></a></div><p>Moving on to custom content, I have planned out a couple of projects already that utilize the idea of custom content and that remove my dependency on copyrighted game content. Now, I am unable to use this idea in every single game I work with, but I will try it to implement it as much as I can to break free of the copyright limitation. I strongly believe that not only it will benefit my creative and artistic freedom but also the film in general. It is also something that I want to do further research on for the practice of distortion framework and in connection with exceeding the expectations of viewers (does the use of custom content exceed expectations of viewers who are and aren't familiar with the game?). The manuscript about the practice of distortion is coming eventually (within now and a couple of years), by the way. I'm still in the ever lasting process of obtaining and reading literature, which is never done basically.</p><p>At this moment, I have a total of two projects that utilize the custom content idea which are in the early concepting phase. More info will follow next year. For 2022, two more releases are planned: the second installment of APPOVTALK and Arena, which is where I put all of my focus on right now.</p><p>Was this blogpost all over the place? I don't know. I just feel like I jump from subject to subject. Sorry about that. See you in the next one!</p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-74503066820943399252022-10-03T14:45:00.000+02:002022-10-03T14:45:03.426+02:00RELEASE: Pixelated Soundwaves (2022)<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbfoYbiJpABpidmKOLx_wa0_QEMs-VIoXw-0Pu9BMuB4PYa-ASpTPcXunztfsKQQfXTBWnOAYymgQAQqsW9WrHxwjywHkSYLFfnI47pGwEjZ1YRqhTObikC870U3HTQ3UFGXpCSGYu2RDH7VMQ25olr4GuE1AlJC7f2QbOeXo9A9TtF_0EU_sHHp53/s2060/Screenshot%202022-09-14%20at%205.12.52%20PM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1828" data-original-width="2060" height="568" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbfoYbiJpABpidmKOLx_wa0_QEMs-VIoXw-0Pu9BMuB4PYa-ASpTPcXunztfsKQQfXTBWnOAYymgQAQqsW9WrHxwjywHkSYLFfnI47pGwEjZ1YRqhTObikC870U3HTQ3UFGXpCSGYu2RDH7VMQ25olr4GuE1AlJC7f2QbOeXo9A9TtF_0EU_sHHp53/w640-h568/Screenshot%202022-09-14%20at%205.12.52%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Mockup of the Pixelated Soundwaves Album<br /></td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p>‘Pixelated Soundwaves’ officially releases on October 7th. It is the newest project (and the first one that is primarily audio-based) by A Pixelated Point of View. It is a digital, freely accessible music album that contains 12 custom made tracks with existing audio samples across various genres. In addition, the project contains a thirteenth video, a so-called <i>‘continuous mix’</i>. The total runtime of the album is approximately 45 minutes and has been composed, mixed and mastered in Ableton Live by A Pixelated Point of View. <span> </span></p><p><span>The samples used to compose these tracks have been derived from the game ‘<i>Habbo Hotel’</i>; an online browser game originally released by the Finnish company Sulake Oy in early 2000. The main goal of the game is to create your own virtual avatar called a ‘Habbo’ and explore the premises of the digital hotel. Players can also visit public spaces or the private rooms of other habbo friends, play games, make new friends, trade, or make your own room and furnish it with pixelated furniture (or furni for short) that can be bought with Habbo Credits. Habbo rapidly expanded in the early 2000’s in many countries across the world, such as the United States, the United Kingdom, Japan, Russia, China, Spain, Italy, The Netherlands, Brazil and Turkey. </span></p><p><span>During the peak of its popularity between 2007 and 2009, Habbo introduced a highly popular feature in their furni catalogue called <b>‘Habbo Trax’</b>. The Trax furni line was based on a pixelated stereo which allowed the player to create custom soundscapes or music tracks with precomposed music samples. These music-samples were available on so-called ‘trax cartridges’. Each of these cartridges revolved around a specific genre or theme and contained 9 different samples. The player was able to load up the Trax UI by double clicking on the trax machine. From there you could either play the songs you had just created, or create a new song. Once inside the trax composer, you could load up to four different cartridges (36 different samples) per project. Making music was as simple as dragging the sample into the composition grid and press play in order to hear what you were doing. A total of five tracks could be made per trax machine and played in a so called playlist. Only one trax machine was allowed per room. </span></p><p><span>Since the popularity of Trax surged, Habbo introduced a jukebox furni later on, which could held a lot more songs. The difference now was that after you finished a song in the Trax machine’s UI, you could burn it onto a pixelated disc for one credit, and load and unload your songs from any trax machine at will from the jukebox, adjust playlists on the fly and keep the music flowing. You were also able to trade these music discs, so you could make copies of your creations and give them to your friends so that they could listen to it.</span></p><p><span><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeb0WAlI5AwoXpX1Tdk1fu_HBViKAL8DEf41QIm7SJ1htVxklI0h3yK05bRT51ZWTZXdGN29dQfswNbXdehF_oH5YqnjIHLKm0hqrBOSOK044BeviwN1w35Ii0SSoZIDcgzxV3qbP8KawkCd1FKt-oORKVmgB-e8wvVTgBMCJYrGHqod8yKOUjZD1i/s896/Screenshot%202022-09-20%20at%2011.53.48%20AM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="896" data-original-width="892" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeb0WAlI5AwoXpX1Tdk1fu_HBViKAL8DEf41QIm7SJ1htVxklI0h3yK05bRT51ZWTZXdGN29dQfswNbXdehF_oH5YqnjIHLKm0hqrBOSOK044BeviwN1w35Ii0SSoZIDcgzxV3qbP8KawkCd1FKt-oORKVmgB-e8wvVTgBMCJYrGHqod8yKOUjZD1i/w638-h640/Screenshot%202022-09-20%20at%2011.53.48%20AM.png" width="638" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Trax inside the Habbo Catalogue, circa 2007. Cartridges are shown on the left, Trax machine shown on the picture to the right. Courtesy of Habborator.org ©<br /></td></tr></tbody></table><br /> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgilQdcKjg5h5SfOFQDyVAz17v30l1Y2Iam6F-mcFUYSrW9WmZffzSIXfeXHxHGdzFf_YAC8yhjV-NjxKOKXcghK0Io4jIAK6ufnC9gbpoHIVBdtNTfCTnA-XSoYJ9yk1gHuE4nSXDycdMpIpff6sS8ESm5YH1FUhw_qWYwQMhrvxYb89ulp10indod/s232/d0d23febcfdd33a1b825d207c8f0e2af.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="217" data-original-width="232" height="599" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgilQdcKjg5h5SfOFQDyVAz17v30l1Y2Iam6F-mcFUYSrW9WmZffzSIXfeXHxHGdzFf_YAC8yhjV-NjxKOKXcghK0Io4jIAK6ufnC9gbpoHIVBdtNTfCTnA-XSoYJ9yk1gHuE4nSXDycdMpIpff6sS8ESm5YH1FUhw_qWYwQMhrvxYb89ulp10indod/w640-h599/d0d23febcfdd33a1b825d207c8f0e2af.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Photo compilation of various Trax Machines. Courtesy of Pinterest user 'Habbo Life'<br /></td></tr></tbody></table></span></p><p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLo5i_Lj8de50v762CONHFhoa7_JbByNCSuM254udne3QI0hh2k0xtbb_pnxGHBDM92-Reqb_alClfss3EnkqEZh5l5O5tWDHVKDRl07MOVzz6TZMHAS41jtPGFalCk9KGzNM5_pr-nRQeSTQpAhNkfDxXWFXtdlHS5Mt2xBMToOSIeCyWVLAzYlFf/s606/Trax_ui.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="345" data-original-width="606" height="364" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLo5i_Lj8de50v762CONHFhoa7_JbByNCSuM254udne3QI0hh2k0xtbb_pnxGHBDM92-Reqb_alClfss3EnkqEZh5l5O5tWDHVKDRl07MOVzz6TZMHAS41jtPGFalCk9KGzNM5_pr-nRQeSTQpAhNkfDxXWFXtdlHS5Mt2xBMToOSIeCyWVLAzYlFf/w640-h364/Trax_ui.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Screenshot of the Trax UI. The top left shows which cartridges are available. The top shows which cartridges are loaded. The bottom is the Trax timeline. Courtesy of HabboXWiki user 'Ozzin'</td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkLwkdbhfThU77p3LwEcfoQ2ch-C_dc2CwyVM69N8mAljgLPfrP3f6fwgObVs5sUuKLD73x_7w9OuRKFj-5YfG4uptMLAA19q3O88f5z3H8IpGm_jSFG8o9vtjNhlf2c5wfNX-eEY_gjrL6IxAfsYCU00KJGNspqKXhOhBB6MSJlD7SBYG3lBwSL3z/s1042/Screenshot%202022-09-20%20at%2012.41.08%20PM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="552" data-original-width="1042" height="340" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkLwkdbhfThU77p3LwEcfoQ2ch-C_dc2CwyVM69N8mAljgLPfrP3f6fwgObVs5sUuKLD73x_7w9OuRKFj-5YfG4uptMLAA19q3O88f5z3H8IpGm_jSFG8o9vtjNhlf2c5wfNX-eEY_gjrL6IxAfsYCU00KJGNspqKXhOhBB6MSJlD7SBYG3lBwSL3z/w640-h340/Screenshot%202022-09-20%20at%2012.41.08%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">My own Trax jukebox and Trax discs collection on Habbo NL<br /></td></tr></tbody></table><p><span> I myself consider myself an 'average habbo enjoyer' since the very first hour and a huge fan of Trax. I have spent countless hours tweaking with the various cartridges and samples on offer. Every few weeks or so there would be new cartridges released in the catalog. Some were there to stay, and some were there only for a short period of time, such as during Christmas or the summer holiday period. I think that back in the day I had made over 30 or so different trax songs and since that very day I wished more could be done with Trax. Unfortunately, due to Habbo’s 2009 move from Macromedia shockwave to Adobe Flash, Trax became irreversibly broken and the feature was removed from the hotel. No more songs could be created. After a couple of updates, existing songs could be played again, but the highly popular Trax UI was no more. Luckily, many of the original samples can be found on the internet and fan-made software exists that allows Habbo and Habbo Trax fans to revisit the old days and make their own creations again. There is even a dedicated piece of software that allows you to combine all of the trax sample cartridges at once and surpass the five minut time limit on songs in order to be insanely creative with your creations. You’re even able to save your songs as WAV files this way.</span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRjrbGwNckeYplOMlHhNaiYF63mcibQlDvRCZrngndagAtZICOhttrkDwzwZ74Iq0mRbjVLj6WC-qfff9xSA3BGSxMs9sGks8RcpviL7m8V1CL8uRh5jVZpl9dzA4nr5u0HW7PsOciGWm-uRvFyQ0vRzAV2NgZ2WVtD_VSxUf2Q3frwUgYDZo7PquY/s1184/Screenshot%202022-09-20%20at%2012.11.01%20PM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="674" data-original-width="1184" height="364" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRjrbGwNckeYplOMlHhNaiYF63mcibQlDvRCZrngndagAtZICOhttrkDwzwZ74Iq0mRbjVLj6WC-qfff9xSA3BGSxMs9sGks8RcpviL7m8V1CL8uRh5jVZpl9dzA4nr5u0HW7PsOciGWm-uRvFyQ0vRzAV2NgZ2WVtD_VSxUf2Q3frwUgYDZo7PquY/w640-h364/Screenshot%202022-09-20%20at%2012.11.01%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Habbo Trax Maker V 9.2 - Made by RageZone user 'killerloader'. See the differences with the original UI. This version allows you to save the projectfile and export as wav audio files. All samplepacks are loaded by default.<br /></td></tr></tbody></table><p><span>Longing for Trax to make a comeback somehow, I decided it was time to act. I rerecorded every single Habbo Trax sample and edited them for use in Ableton Live. This process took a couple of weeks to complete. Once done, I listened to all of my old Trax creations that I have made on Habbo and the samples that were available to me and made a list of potential interesting songs I wanted to make. After a short test period in Ableton Live without any issues, the green light was given for the go-ahead on production. Composing all of the tracks took around a month and a half to complete, including a couple of revisions for various tracks. </span></p><p><span>The video’s in this project only served a complimentary role for the audio tracks. In order to make it look and feel more like a music album, I seeked for help from the highly popular Midjourney AI in order to create the album cover art. Every single video contains a composition of visuals that react to the audio in their own way. Therefore I had to render batches of 3D visuals twelve consecutive times, with each of them feeling somewhat unique. This process was highly time consuming in Cinema 4D and took almost an additional month for rendering alone. The visuals inside of the videos represent the various icons and trax sample buttons that have been embedded into the original Trax machine. <br /></span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCnsN30lofwwoPkvtZMu8e9W_o5Bstmx1_ejZ6YsRpTsd3ProYANtrsunntAL09X8N4-x5Y3sjcC1pQc8JqzJagaSloD80ufhPFqOYcnVH7UvHHYGjgiPuymVQhs8T2ZxsADr9FHAVstIinD7_UYwUc0p7csTeN1ivlNebXu1iu4KWwZzat8XuXEV1/s1000/Untitled-1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1000" data-original-width="1000" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCnsN30lofwwoPkvtZMu8e9W_o5Bstmx1_ejZ6YsRpTsd3ProYANtrsunntAL09X8N4-x5Y3sjcC1pQc8JqzJagaSloD80ufhPFqOYcnVH7UvHHYGjgiPuymVQhs8T2ZxsADr9FHAVstIinD7_UYwUc0p7csTeN1ivlNebXu1iu4KWwZzat8XuXEV1/w640-h640/Untitled-1.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Comparison shot. Above: Trax symbols made in 3D, underneath: trax symbols inside of the Trax UI.<br /></td></tr></tbody></table><p><span>I consider Pixelated Soundwaves a final respect towards a highly popular feature that is unfortunately no more. I also consider it my final and definitive take on the Trax genre since I did spend extensive amounts of time on creating soundscapes over the past few years (unfortunately I lost those due to a crash in 2018, otherwise I would have added them on the album). </span></p><p><span>Pixelated Soundwaves is a freely available album for everyone to enjoy, no matter if you still play the game or if it is now a memory of the past. The album will release on October 7th, 2022. All of the tracks will release automatically between 12PM CEST and 3PM CEST. Please find an overview of the exact release times down below. Please be reminded that Pixelated Soundwaves will only release on my YouTube channel. Feel free to check it out. A dedicated APPOV talk containing more in-depth talk about the project will release later this year. <br /></span></p><p>
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<p class="p1"><span style="font-size: medium;">#01<span class="Apple-converted-space"> <span> </span><span> </span><span> </span><span> </span><span> </span><span> </span></span></span></p>
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<p class="p1"><span style="font-size: medium;">EARLY DAYS<span> </span><span> </span><span> </span><span> </span><span> </span><span> </span><span> </span><span> </span><span> </span><span> </span><span> </span><span> </span><span> </span></span></p>
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<p class="p1"><span style="font-size: medium;">12PM CEST</span></p>
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<p class="p1"><span style="font-size: medium;">#02</span></p>
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<p class="p1"><span style="font-size: medium;">VERMILION</span></p>
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<td class="td1" valign="top">
<p class="p1"><span style="font-size: medium;">12.15PM CEST</span></p>
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<p class="p1"><span style="font-size: medium;">#03</span></p>
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<p class="p1"><span style="font-size: medium;">SEARCHLIGHT</span></p>
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<td class="td1" valign="top">
<p class="p1"><span style="font-size: medium;">12.30PM CEST</span></p>
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<p class="p1"><span style="font-size: medium;">#04</span></p>
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<p class="p1"><span style="font-size: medium;">MIRAGE</span></p>
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<p class="p1"><span style="font-size: medium;">12.45PM CEST</span></p>
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<p class="p1"><span style="font-size: medium;">#05</span></p>
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<p class="p1"><span style="font-size: medium;">DISCOVERY OF DESTINY</span></p>
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<p class="p1"><span style="font-size: medium;">1PM CEST</span></p>
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<p class="p1"><span style="font-size: medium;">#06</span></p>
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<td class="td1" valign="top">
<p class="p1"><span style="font-size: medium;">LIGHTING THE TILES</span></p>
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<p class="p1"><span style="font-size: medium;">1.15PM CEST</span></p>
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<p class="p1"><span style="font-size: medium;">#07</span></p>
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<td class="td1" valign="top">
<p class="p1"><span style="font-size: medium;">ROYALE</span></p>
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<td class="td1" valign="top">
<p class="p1"><span style="font-size: medium;">1.30PM CEST</span></p>
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<p class="p1"><span style="font-size: medium;">#08</span></p>
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<p class="p1"><span style="font-size: medium;">VOLTA</span></p>
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<td class="td1" valign="top">
<p class="p1"><span style="font-size: medium;">1.45PM CEST</span></p>
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<p class="p1"><span style="font-size: medium;">#09</span></p>
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<p class="p1"><span style="font-size: medium;">BLIZZARD</span></p>
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<p class="p1"><span style="font-size: medium;">2PM CEST</span></p>
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<p class="p1"><span style="font-size: medium;">#10</span></p>
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<p class="p1"><span style="font-size: medium;">DOWNTOWN</span></p>
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<td class="td1" valign="top">
<p class="p1"><span style="font-size: medium;">2.15PM CEST</span></p>
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<p class="p1"><span style="font-size: medium;">#11</span></p>
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<p class="p1"><span style="font-size: medium;">FREQUENTIA</span></p>
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<td class="td1" valign="top">
<p class="p1"><span style="font-size: medium;">2.30PM CEST</span></p>
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<p class="p1"><span style="font-size: medium;">#12</span></p>
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<p class="p1"><span style="font-size: medium;">CALLER UNKNOWN</span></p>
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<td class="td1" valign="top">
<p class="p1"><span style="font-size: medium;">2.45PM CEST</span></p>
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<p class="p1"><span style="font-size: medium;">#13</span></p>
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<p class="p1"><span style="font-size: medium;">CONTINUOUS MIX</span></p>
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<td class="td1" valign="top">
<p class="p1"><span style="font-size: medium;">3PM CEST</span></p>
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<p><style type="text/css">p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 13.0px '.AppleSystemUIFont'}table.t1 {border-collapse: collapse}td.td1 {border-style: solid; border-width: 1.0px 1.0px 1.0px 1.0px; border-color: #9a9a9a #9a9a9a #9a9a9a #9a9a9a; padding: 1.0px 5.0px 1.0px 5.0px}</style></p><p> </p><p>Habbo, Habbo Hotel, Trax and the Trax Cartridges and Samples are trademarks of Sulake Oy, Helsinki Finland. A Pixelated Point of View is not affiliated with Sulake Oy in any way. Sulake Oy is not involved in this project in any way.<br /></p><p>This project has been made for entertainment and not-for-profit purposes only and primarily serves to relive the good old days of Habbo Trax music. Compositions were composed, mixed and mastered by A Pixelated Point of View. </p><p>Please find a number of tracks down below. The remaining tracks are available after premiere on my <a href="https://www.youtube.com/channel/UCELZYN2IGVUSDDFfBRbs54g/videos" rel="nofollow" target="_blank">YouTube Channel</a></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="348" src="https://www.youtube.com/embed/zFjR36Cd7jg" width="482" youtube-src-id="zFjR36Cd7jg"></iframe> </div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="353" src="https://www.youtube.com/embed/nfKN4fwzytE" width="479" youtube-src-id="nfKN4fwzytE"></iframe> </div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; text-align: center;"> </div><div class="separator" style="clear: both; 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text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPDEyqYYk5nOIS6yf7Z2-zQEvTlez3_oCHN3PyLdhnw_0vnhH_qlS4S9JjhFmzaqNrSfyCgu2Jkw-j8qAGWoOY8vHSnPKuborq1ykJQHhi3mCssGGcxT7w-ylmbwygyYCCU-EtGjQJqsfAVlUnOJTiZd07kR4L189uZmZyM3KOQt4ohhjiEw-fprmf/s4500/PIXELATEDSOUNDWAVES-OPENCASE.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3400" data-original-width="4500" height="485" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPDEyqYYk5nOIS6yf7Z2-zQEvTlez3_oCHN3PyLdhnw_0vnhH_qlS4S9JjhFmzaqNrSfyCgu2Jkw-j8qAGWoOY8vHSnPKuborq1ykJQHhi3mCssGGcxT7w-ylmbwygyYCCU-EtGjQJqsfAVlUnOJTiZd07kR4L189uZmZyM3KOQt4ohhjiEw-fprmf/w640-h485/PIXELATEDSOUNDWAVES-OPENCASE.png" width="640" /></a></div></div></div><p><style type="text/css">p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 13.0px '.AppleSystemUIFont'}table.t1 {border-collapse: collapse}td.td1 {border-style: solid; border-width: 1.0px 1.0px 1.0px 1.0px; border-color: #9a9a9a #9a9a9a #9a9a9a #9a9a9a; padding: 1.0px 5.0px 1.0px 5.0px}</style><span></span></p><table cellpadding="0" cellspacing="0" class="t1"></table>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-61030201554229532382022-09-14T18:48:00.004+02:002022-09-14T18:48:24.005+02:00Collection of my old Habbo Rooms<p>Since Pixelated Soundwaves, a Habbo-based project, is releasing soon, I wanted to use this opportunity to share some old screenshots I still had lingering around from the time I actively played Habbo. I highly enjoyed building rooms inside of the hotel and always took screenshots of rooms once I finished them for later reference and archive purposes. </p><p>I often built different types of carnival rides such as high speed merry go rounds, rollercoasters, skydivers and haunted houses with Habbo rollers (rolling platforms that can move Habbo’s and furnis) and in more recent years also with Wired (various furni that once combined allow you to create automatic processes inside of the hotel, like activating lights by stating a code word, or opening doors by double clicking on a specific tile, or removing a Habbo from a room when he or she walks on a specific tile, or transport a Habbo somewhere else in the room after stating a secret password etc). Besides carnival rides I liked to build a variety of rooms such as trade rooms, cafe's, nightclubs etcetera. Here's a bunch of screenshots taken between 2006 - 2021.<br /></p><p>Enjoy!</p><p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRKmvA9W8kTsHuxIAex5DQHV3Afp2aRePOkZmDV58iLG-SqgCv5poWfoROXmUj3Avtq8CmvA2BEaepv7DFfuljibpOqZ_VF3v9qEmVcZtOiDDRyIevuQ8feqy1PQ1LJtl6DWbUPz3hM6W0W3Y99F-UCwWKukMQNU8auBHFAwyZut7f_dRlk_vIIKEY/s993/xtrade.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="723" data-original-width="993" height="466" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRKmvA9W8kTsHuxIAex5DQHV3Afp2aRePOkZmDV58iLG-SqgCv5poWfoROXmUj3Avtq8CmvA2BEaepv7DFfuljibpOqZ_VF3v9qEmVcZtOiDDRyIevuQ8feqy1PQ1LJtl6DWbUPz3hM6W0W3Y99F-UCwWKukMQNU8auBHFAwyZut7f_dRlk_vIIKEY/w640-h466/xtrade.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">My old trading room. I believe I used Paint Shop Pro 7 to edit the picture frame. ugly af. Circa 2008<br /></td></tr></tbody></table></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMiuzzjMB58gfR9R9VDrnGnJ3r8OStQJ6auU_ZQ2rOPS5kEYVGVQhHw1-LculO4kmsPff10fEGNTFVHDYuJFIqVK46UZghrpHcOCSWaDJ6T-b04GpOlhiTwVd-C2QVyC5_KoVXycsT9aSzaCNAts2FoY_SZLqsmcpp_qbrWtjq6Hq0aGbD8LIrfT13/s1362/Screenshot%202022-09-14%20at%205.52.55%20PM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="884" data-original-width="1362" height="416" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMiuzzjMB58gfR9R9VDrnGnJ3r8OStQJ6auU_ZQ2rOPS5kEYVGVQhHw1-LculO4kmsPff10fEGNTFVHDYuJFIqVK46UZghrpHcOCSWaDJ6T-b04GpOlhiTwVd-C2QVyC5_KoVXycsT9aSzaCNAts2FoY_SZLqsmcpp_qbrWtjq6Hq0aGbD8LIrfT13/w640-h416/Screenshot%202022-09-14%20at%205.52.55%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The first ride I have ever made. 2 chairs rolling around on 4 habbo rollers. The plants behind me were used to fill up the empty spaces and so to make the rollers stop moving. Circa 2006</td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhngqrKEoTA7KkwXzK6gCH1LAe7TnBLJwFNy2_hPV93dXK9R04QIS7VGq61SNgYRLeaa8OFvnrMbmsddHToNVrYo1ZuZzrj604bYRAnpbrD2Cr6nDxdojuE1ziVLPhjoejCfoM_FZpSGw5_B1Qtbh-yKmGhV-8V6Hycgc2hVzulu37x-qFNgz_5KTcz/s2768/Sequoialodge-habboon-2017.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1280" data-original-width="2768" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhngqrKEoTA7KkwXzK6gCH1LAe7TnBLJwFNy2_hPV93dXK9R04QIS7VGq61SNgYRLeaa8OFvnrMbmsddHToNVrYo1ZuZzrj604bYRAnpbrD2Cr6nDxdojuE1ziVLPhjoejCfoM_FZpSGw5_B1Qtbh-yKmGhV-8V6Hycgc2hVzulu37x-qFNgz_5KTcz/w640-h296/Sequoialodge-habboon-2017.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Lodge bar. Circa 2017</td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjc4aD4ogsdY2OCqtdNeGhiL1iFvHJj2fHwTQU7zMzhvzpv0yl-81-VvPHdzS8KUmuKz8dYx6PYA7BXUcJBhIageKlHx2gpiUZRXHeHmdiV75RcCo1mnKb_f1tkfyzUFVNfV5ptRhG5RKMW0an4uMEcRfaWNxkxMDb2S3Lh2fDwSl51MPo5kGF9oEVf/s2522/Screen%20Shot%202012-05-30%20at%2018.10.22.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1274" data-original-width="2522" height="324" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjc4aD4ogsdY2OCqtdNeGhiL1iFvHJj2fHwTQU7zMzhvzpv0yl-81-VvPHdzS8KUmuKz8dYx6PYA7BXUcJBhIageKlHx2gpiUZRXHeHmdiV75RcCo1mnKb_f1tkfyzUFVNfV5ptRhG5RKMW0an4uMEcRfaWNxkxMDb2S3Lh2fDwSl51MPo5kGF9oEVf/w640-h324/Screen%20Shot%202012-05-30%20at%2018.10.22.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Tiki bar/nightclub. Circa 2012</td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6xfDbluIVriiCuhkRuRlC8YCR-8VTZoeRIR9ALGsNOgMfWn32XDP7KjZ23BwI1CTHqOEPRkI7iyEYR1OioR26u6EmeyUt3IUyf-xajxWLx3H1nPbA4WCSEKo3g86lXr0ZLLftA6K9kVeI8SebRvMlQOc-I_DQgqNUr9tziVw07T1hGAGgJ7H13fKH/s700/Milleniumstadium.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="474" data-original-width="700" height="434" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6xfDbluIVriiCuhkRuRlC8YCR-8VTZoeRIR9ALGsNOgMfWn32XDP7KjZ23BwI1CTHqOEPRkI7iyEYR1OioR26u6EmeyUt3IUyf-xajxWLx3H1nPbA4WCSEKo3g86lXr0ZLLftA6K9kVeI8SebRvMlQOc-I_DQgqNUr9tziVw07T1hGAGgJ7H13fKH/w640-h434/Milleniumstadium.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Low budget football stadium. Named after the real Millennium Stadium in Cardiff. Circa 2007.<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUreVMTS6n-UIgVnCaTYLeI7EXZY7E0EEhXLPb-jlrKmTN8SH2kBHHbAYk198onxbKN2t6WsEweT1VI3Amu-ODJj0JWIFyIE2_ga9agabm5NEzqJk79RmVdXlI8o9FmfP5Y4Fc6tNlKWZ8rXbRXJJcPqjO3Vbh8RIqHOo5lWmqa-bzSh8oQ1B3XjDF/s2768/FourDragons-Habboon-2017.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1308" data-original-width="2768" height="302" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUreVMTS6n-UIgVnCaTYLeI7EXZY7E0EEhXLPb-jlrKmTN8SH2kBHHbAYk198onxbKN2t6WsEweT1VI3Amu-ODJj0JWIFyIE2_ga9agabm5NEzqJk79RmVdXlI8o9FmfP5Y4Fc6tNlKWZ8rXbRXJJcPqjO3Vbh8RIqHOo5lWmqa-bzSh8oQ1B3XjDF/w640-h302/FourDragons-Habboon-2017.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Four Dragons Classic Casino. Named after likewise casino in GTA SA. Circa 2017<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV8Z7BugQPtHaA9390lNto-ITq6xzhuYm3eC9Qqz9Ht5OcuBixfsF2HhkrJcYTFPZU8w7Kmrnvee0N6lGosNzaAkOzYu4yWXd9OKZaL-M8hHafRp6dqYGOltZlpY6bUv3t1OAUrTEd-vsO_9zgY__uUfzP0g1VuTgrDEJ7Zld_8nIG-BqACWAH-cjP/s726/Jamaica%20trip.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="487" data-original-width="726" height="430" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV8Z7BugQPtHaA9390lNto-ITq6xzhuYm3eC9Qqz9Ht5OcuBixfsF2HhkrJcYTFPZU8w7Kmrnvee0N6lGosNzaAkOzYu4yWXd9OKZaL-M8hHafRp6dqYGOltZlpY6bUv3t1OAUrTEd-vsO_9zgY__uUfzP0g1VuTgrDEJ7Zld_8nIG-BqACWAH-cjP/w640-h430/Jamaica%20trip.PNG" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Jamaica trip roller coaster. More expensive than the first. Second version. Circa 2007.<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieJ8W8SoR4yrJvePM6al1Kc-xOVlRw_JwOavRwzvjnBj43UH5T0duwkU05RYdDQ0TjJQd_l58HKvUJDDzmyPLMm5IVn8ZygCj9JK_p_39akvCkECWmYPML_qDo3YNSqW3iuWEcgqKqfE_Bjkr5Ezq15i8jnoqY_J-Ve1BBQq-i8HTqQxnmWUTXOuyZ/s713/sum2.5.bmp" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="436" data-original-width="713" height="392" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEieJ8W8SoR4yrJvePM6al1Kc-xOVlRw_JwOavRwzvjnBj43UH5T0duwkU05RYdDQ0TjJQd_l58HKvUJDDzmyPLMm5IVn8ZygCj9JK_p_39akvCkECWmYPML_qDo3YNSqW3iuWEcgqKqfE_Bjkr5Ezq15i8jnoqY_J-Ve1BBQq-i8HTqQxnmWUTXOuyZ/w640-h392/sum2.5.bmp" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Jamaica trip roller coaster. First version. Third ride I made. Circa 2006.<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjt_Hadkn6jWvLZumJXC1_oKDS5BqSj2K0Bt1SCdoAZF8k-kdcBP254nVfm_f8gqKl6DcdgZo8kf-QW4DDWXgGuZivbK7LB_LF28IjR0Do90vWlEmXtb7BfqX28UR5rTs4eXTLzbCt0tuoQHVweu0ETMuLwKHAm6bqQrgHYnE4eZ0rn2VhVpmQVX_Ls/s2766/Turboblaster-habboon-2017.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1280" data-original-width="2766" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjt_Hadkn6jWvLZumJXC1_oKDS5BqSj2K0Bt1SCdoAZF8k-kdcBP254nVfm_f8gqKl6DcdgZo8kf-QW4DDWXgGuZivbK7LB_LF28IjR0Do90vWlEmXtb7BfqX28UR5rTs4eXTLzbCt0tuoQHVweu0ETMuLwKHAm6bqQrgHYnE4eZ0rn2VhVpmQVX_Ls/w640-h296/Turboblaster-habboon-2017.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Turbo Blaster. my signature ride. Second ride I've ever created. This is a remake circa 2017. Original was made in spring 2006 in the same room lay out.</td><td class="tr-caption" style="text-align: center;"> </td><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKSMzllnLtQpBu4d4nQIEKFn_T50IA7__XPGpsb1YPxScXfTFb1ylK4riGeeUGIpkC5ASXwWwMO6LKHomK_fUWGGraXwxuXl-x2KJWEYe8LTM8Kh_Zd7xtlGPVzq1AWQOXBgBIcjfoyOMoFDszisJRbEMG1zTX1sqXjRjgyMqpaVez6q3BlIjIBm7Q/s2778/Apartment-Habboon-2017.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1314" data-original-width="2778" height="302" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKSMzllnLtQpBu4d4nQIEKFn_T50IA7__XPGpsb1YPxScXfTFb1ylK4riGeeUGIpkC5ASXwWwMO6LKHomK_fUWGGraXwxuXl-x2KJWEYe8LTM8Kh_Zd7xtlGPVzq1AWQOXBgBIcjfoyOMoFDszisJRbEMG1zTX1sqXjRjgyMqpaVez6q3BlIjIBm7Q/w640-h302/Apartment-Habboon-2017.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Apartment. Circa 2017.<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNoYg_HJHgmy7qGApNXhIhWI-fPuX75t7Xi4EEyRn8BeSWZhDd3-5jnWbuaUaakgfB6sD1OsIgaSknuUHUpzaJLWSyklQz4FFq25TrssfixkkGbPCiSwEPahwFILWOE1vJsnibETxmGvpp8IFy_VXDZS2JfJ1FIlZCVOB5GEU844tsOJS_2y1pILVR/s2772/RockNNeonCoaster-Habboon-2017.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1278" data-original-width="2772" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNoYg_HJHgmy7qGApNXhIhWI-fPuX75t7Xi4EEyRn8BeSWZhDd3-5jnWbuaUaakgfB6sD1OsIgaSknuUHUpzaJLWSyklQz4FFq25TrssfixkkGbPCiSwEPahwFILWOE1vJsnibETxmGvpp8IFy_VXDZS2JfJ1FIlZCVOB5GEU844tsOJS_2y1pILVR/w640-h296/RockNNeonCoaster-Habboon-2017.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Rock 'n Neon coaster. Named after Rock 'n Rollercoaster. Same layout as the original Jamaica trip, but updated to modern standards with automatic lights and start stop options. Circa 2019.<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdpJZjWmrVglhDM8Ect7odoAJe8_vTYnhBELqhtABds3lO0uUBlw5VqovJF_RkgANhc-3-Nq6BTGEDUgNkS6LRVGvIxm4j_51AIUIMZMp5z6pI82XYZxoKeuOlWa2gafJFH7RGSa1ep1ayzjiiYUod1CbHlcJWBl7oBkjruRrypum5Nqwh8ry3xXHk/s2812/Euroborg2-habboon-2017.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1318" data-original-width="2812" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdpJZjWmrVglhDM8Ect7odoAJe8_vTYnhBELqhtABds3lO0uUBlw5VqovJF_RkgANhc-3-Nq6BTGEDUgNkS6LRVGvIxm4j_51AIUIMZMp5z6pI82XYZxoKeuOlWa2gafJFH7RGSa1ep1ayzjiiYUod1CbHlcJWBl7oBkjruRrypum5Nqwh8ry3xXHk/w640-h300/Euroborg2-habboon-2017.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Euroborg Football Stadium, after the original stadium used by FC Groningen. Text reads 'FCG 1971', the year the club was found. Circa 2018.<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikSWrwXe99v7guPnTTOgTG1Jkj6kWQ6i2aY5pEDgx3li6A3sse_sJAiCbuc6JMUAeRNLhrL1v4_zpAenmABbM8Mm6baPgYGuTRNWIQoTI2w3s1lO_fqQJqdKZGc68PyX-gpKQwtOJHJmz5lswkSYfsG8GJhj151zsHhkuL6cFfyt3V84rDegvKht17/s785/Disco%20Experience.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="514" data-original-width="785" height="420" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikSWrwXe99v7guPnTTOgTG1Jkj6kWQ6i2aY5pEDgx3li6A3sse_sJAiCbuc6JMUAeRNLhrL1v4_zpAenmABbM8Mm6baPgYGuTRNWIQoTI2w3s1lO_fqQJqdKZGc68PyX-gpKQwtOJHJmz5lswkSYfsG8GJhj151zsHhkuL6cFfyt3V84rDegvKht17/w640-h420/Disco%20Experience.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Club Experience. Screenshot taken on May 16th, 2009<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirvUVFWtCUUysJuUTk7sQgPSNRBpYCLKd8nMBKmEJ6MYHUq-tItPaZYmVW-7eJAjhnmK6f5MfbIAvY8uV2WR42Awv6ULaphudCIbaX2bumBsszXQiINe0h0F6zhtyJ6jm5T5grcQUbleG4Uccr3rKs7XM65izccXFSr6Jsdmxc0wtXIYNAvgehqz1o/s790/Club%20Experience%20-%20251108.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="471" data-original-width="790" height="382" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirvUVFWtCUUysJuUTk7sQgPSNRBpYCLKd8nMBKmEJ6MYHUq-tItPaZYmVW-7eJAjhnmK6f5MfbIAvY8uV2WR42Awv6ULaphudCIbaX2bumBsszXQiINe0h0F6zhtyJ6jm5T5grcQUbleG4Uccr3rKs7XM65izccXFSr6Jsdmxc0wtXIYNAvgehqz1o/w640-h382/Club%20Experience%20-%20251108.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Club Experience. Screenshot taken on November 25th, 2008<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhULtDWF-sqSbslsWPcpzwvHfV3cxVH9dfQvUkbqGS83MS6xvtJkHCKxq7rrmkkPS4qePOBKQoMtKYWu9ko_NUpN464JcPcU8CVKVJ60U93nOyM6EhsiSABrZBcjsGBFzgcdpcg7yW21ma6J9WTwPVy1f49X2sxvEc6mroluYqfFyLMPELa9XyCGCKm/s2858/Clubaurora4-habboon-2017.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1318" data-original-width="2858" height="296" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhULtDWF-sqSbslsWPcpzwvHfV3cxVH9dfQvUkbqGS83MS6xvtJkHCKxq7rrmkkPS4qePOBKQoMtKYWu9ko_NUpN464JcPcU8CVKVJ60U93nOyM6EhsiSABrZBcjsGBFzgcdpcg7yW21ma6J9WTwPVy1f49X2sxvEc6mroluYqfFyLMPELa9XyCGCKm/w640-h296/Clubaurora4-habboon-2017.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Club Aurora. Circa November 2017.<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHuZXaFnyQFRWU2l1pfeGNJ3XfpOHWoxKmVxR8-ld7nm9CuzdKc5DAlIROPaXCrdNilbx-pie66UEgLHW4WfO_fgM_lC8VambJ9UfFVcbqN_oi4X5i8dmCYV2yxEheoVvo5vQ4NdLqTEMojADCJHOdinn7VhlhxvPAnciGXGEElgDIhC7Xzg1DtRHh/s732/Breakdance%20V7.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="570" data-original-width="732" height="498" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHuZXaFnyQFRWU2l1pfeGNJ3XfpOHWoxKmVxR8-ld7nm9CuzdKc5DAlIROPaXCrdNilbx-pie66UEgLHW4WfO_fgM_lC8VambJ9UfFVcbqN_oi4X5i8dmCYV2yxEheoVvo5vQ4NdLqTEMojADCJHOdinn7VhlhxvPAnciGXGEElgDIhC7Xzg1DtRHh/w640-h498/Breakdance%20V7.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Break dance ride. Original design by user jochie-5. 8 chairs moving on 16 rollers. The chairs rotate and make an in-out movement to create excitement during the ride. Circa 2007/2008<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQNEanQwShQTrg2XThOeQInmRWAaPAev5WO2bH4kZEGZU9GCiPMvdwifNRRGhyHQshQiU83joOAnCMBC_2SmMTEBtdFob-fFXIVP4_cxv1MGU_LdiLh0JedIV4eadPswQ2ixMbhrMvtwKpnDYTv0uMTcsH9hKVeEwFHUunV1yb6qZ29pFvzLPzq6oi/s733/breakdance%20v8.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="510" data-original-width="733" height="446" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQNEanQwShQTrg2XThOeQInmRWAaPAev5WO2bH4kZEGZU9GCiPMvdwifNRRGhyHQshQiU83joOAnCMBC_2SmMTEBtdFob-fFXIVP4_cxv1MGU_LdiLh0JedIV4eadPswQ2ixMbhrMvtwKpnDYTv0uMTcsH9hKVeEwFHUunV1yb6qZ29pFvzLPzq6oi/w640-h446/breakdance%20v8.PNG" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Break dance ride. Same design but in a different room layout.<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7NEqOS8g_sv2UfUe7McfsNW5DwCH9eNhiXHcIuFxn3PWVg7M_l5fBl70D-y54QJq0JiPtvbd5vnDaZ9onUOjlzXvCVz-5RiL5bnEHPn6vxGIC1b9tBBuN_qO51pNTe2b9_HenOM2S6n56onTJjdyRfUDFekZ2vPA8-rWqItbVhWoWpqEAWMaahIbf/s730/breakdancev8.bmp" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="486" data-original-width="730" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7NEqOS8g_sv2UfUe7McfsNW5DwCH9eNhiXHcIuFxn3PWVg7M_l5fBl70D-y54QJq0JiPtvbd5vnDaZ9onUOjlzXvCVz-5RiL5bnEHPn6vxGIC1b9tBBuN_qO51pNTe2b9_HenOM2S6n56onTJjdyRfUDFekZ2vPA8-rWqItbVhWoWpqEAWMaahIbf/w640-h426/breakdancev8.bmp" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Breakdance No 4. ride. Same design, same room but the ride is now floating above ground.<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgx-tOXceLqpBtngevoqKyCpAmsSw4AyjSleVGP7EnW1gnGqT2eLzLU-avvRFRZI3WrOr8wnSwT-psW3Fm_PH4ABp05jV9SFNYYA6QHxZKN1r9l1RPZX0xrJhY-NaHV7sETELbasWRuC2xQFTq_DyUqXPdZrvH_ScgkBztPW-Frg-i-v0JVMMRcFS9R/s719/breakdancexmas07.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="489" data-original-width="719" height="436" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgx-tOXceLqpBtngevoqKyCpAmsSw4AyjSleVGP7EnW1gnGqT2eLzLU-avvRFRZI3WrOr8wnSwT-psW3Fm_PH4ABp05jV9SFNYYA6QHxZKN1r9l1RPZX0xrJhY-NaHV7sETELbasWRuC2xQFTq_DyUqXPdZrvH_ScgkBztPW-Frg-i-v0JVMMRcFS9R/w640-h436/breakdancexmas07.PNG" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Breakdance ride. Christmas design 2007.<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguEem-RwoEI9ogNA6A2tdfJpW5DfH5X5tfhkXj6Sh2yJcnRFgD0eaVUfihFACLoS6tFztw0Uiuj7AD6ImGixCa0xfqn0B0stzyWsPS3HAVL1_dcssOIxfGQYnpnZQhhZrb3BhVOTtndC1BWTUQureKe76x92RAV3ROwjMfFmxFPCeT8hIdCiJzaAYj/s704/MazterMan's%20RevolutionBreakdancev5.6.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="488" data-original-width="704" height="444" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguEem-RwoEI9ogNA6A2tdfJpW5DfH5X5tfhkXj6Sh2yJcnRFgD0eaVUfihFACLoS6tFztw0Uiuj7AD6ImGixCa0xfqn0B0stzyWsPS3HAVL1_dcssOIxfGQYnpnZQhhZrb3BhVOTtndC1BWTUQureKe76x92RAV3ROwjMfFmxFPCeT8hIdCiJzaAYj/w640-h444/MazterMan's%20RevolutionBreakdancev5.6.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Breakdance ride called Revolution. Different room layout. Circa 2008/2009<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNkHiJhPpRNiAZJH2TcAPP2Tcr-yLO7Rfsug57NbKyS1Vo5kFtd-35ED6XlYEsK5INul76RY7OeTmUXTJQqmb6zlVi-Urabz6MakslS8JCWTQZ3hdmT7XQfM_mx5_P_YiT2s5RLMmL83l3k4b1k4LeJER6rSY5VCiX0okgLYntDuCibY5Km5ugTCzm/s800/summerparty.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="600" data-original-width="800" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNkHiJhPpRNiAZJH2TcAPP2Tcr-yLO7Rfsug57NbKyS1Vo5kFtd-35ED6XlYEsK5INul76RY7OeTmUXTJQqmb6zlVi-Urabz6MakslS8JCWTQZ3hdmT7XQfM_mx5_P_YiT2s5RLMmL83l3k4b1k4LeJER6rSY5VCiX0okgLYntDuCibY5Km5ugTCzm/w640-h480/summerparty.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Summer Party floating rollercoaster. Tore it down after a couple of days, didn't like this design at all. Never built it again.<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6obc8MK8S6oyBQRdD16p9PNqzbtYewANRKC2lZ5iaOMdpBswI2KcVMRKhzYodbAIq1YLy4jRfRngn499laSdP3oaXyfTT7hmPL3uBvRPsv112Zws-aAann0boR1Tk69IMiYDlIm1fGwJUgyrdsLQgDvOsRQlUj6glWBdz5LkOzi5M8oKjPVUNvUet/s4697/Jungle%20Spider.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2275" data-original-width="4697" height="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6obc8MK8S6oyBQRdD16p9PNqzbtYewANRKC2lZ5iaOMdpBswI2KcVMRKhzYodbAIq1YLy4jRfRngn499laSdP3oaXyfTT7hmPL3uBvRPsv112Zws-aAann0boR1Tk69IMiYDlIm1fGwJUgyrdsLQgDvOsRQlUj6glWBdz5LkOzi5M8oKjPVUNvUet/w640-h310/Jungle%20Spider.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Jungle Spider. Full automatic, fully wired and fully decorated version of the Turbo Blaster Ride. Can start/stop automatically, lights idem dito, adjustable speeds and chairs were able to rotate. Circa 2021.<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4zZ4FjOc2qMn1-IooUMA6spdqCfVnUK2Jma5H612jDkKREOPcg5S_D4Z_f0Q-t2pNpiJZvnnpTyQhjLqTS6smSXXbFz0JuLFLdHASRA-RRM68VZwxWpyoixL1jc65_fmA5aHa600KfG5_TgOWzmPIFN6xAqfOoQXp64UI3_HbeaKiwXEbwPOs0KO8/s1339/FunfairExperience2019-HabBoon.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="763" data-original-width="1339" height="364" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4zZ4FjOc2qMn1-IooUMA6spdqCfVnUK2Jma5H612jDkKREOPcg5S_D4Z_f0Q-t2pNpiJZvnnpTyQhjLqTS6smSXXbFz0JuLFLdHASRA-RRM68VZwxWpyoixL1jc65_fmA5aHa600KfG5_TgOWzmPIFN6xAqfOoQXp64UI3_HbeaKiwXEbwPOs0KO8/w640-h364/FunfairExperience2019-HabBoon.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Funfair Experience 2019. Funfair inside of a park with Turbo Blaster, couple of games, food stands and places to sit. Fully automatic and wired Turbo Blaster. Circa summer 2019<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEfu1sgqVC2NljBWhAKeZhu7NhIfcQV33iwjDiqrFVsx4shtvAOs8wshJq9t3Oh5Q0w_G1yynCgorhtctAur4D6Qx_FI-Zxs_ZYPr4XzJ_qtMLMJqzlAt70QZpB6YJqs_wz1CsOhsMNoce-_bgoJ3zrZ291GYGVA6ww9ZsQryufWJp0DP4xAfgbFr3/s2754/BreakDance-Habboon-2017.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1254" data-original-width="2754" height="292" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEfu1sgqVC2NljBWhAKeZhu7NhIfcQV33iwjDiqrFVsx4shtvAOs8wshJq9t3Oh5Q0w_G1yynCgorhtctAur4D6Qx_FI-Zxs_ZYPr4XzJ_qtMLMJqzlAt70QZpB6YJqs_wz1CsOhsMNoce-_bgoJ3zrZ291GYGVA6ww9ZsQryufWJp0DP4xAfgbFr3/w640-h292/BreakDance-Habboon-2017.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Simplified version of the Turbo Blaster. Circa 2019.<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMKOcK_AwoIIJD-MpVrT1I5OIdyoB7aF3nXGkOUDstKufEaWGxTMfEUtxFN6jZyv28c2u0_uFEvCL84F43X40SUT327uzt8lZMbJDSpGeyS8I8rUa8c7v661QP5EIN1RqdovRe04vyl_yNLKmTmJslTmCeTNZoaktC7XvZk6NqWq59-vGd0yXbAx2a/s717/La%20Mazzo's.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="479" data-original-width="717" height="428" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMKOcK_AwoIIJD-MpVrT1I5OIdyoB7aF3nXGkOUDstKufEaWGxTMfEUtxFN6jZyv28c2u0_uFEvCL84F43X40SUT327uzt8lZMbJDSpGeyS8I8rUa8c7v661QP5EIN1RqdovRe04vyl_yNLKmTmJslTmCeTNZoaktC7XvZk6NqWq59-vGd0yXbAx2a/w640-h428/La%20Mazzo's.PNG" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">La Mazzo's Cafe. Circa christmas 2008<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqgBTq9ZX6DNjS00YJn7sj3uKF_sc0ky9NQzOPaCelxLlW_PhGKvdkAWrHekUT0ffE7q_Uss-VofVajjeOMvu1bTZeIEdoDNaBFA37Bke851i2MzVA1ihngSsF_ADNfQnOyvzB394S8ceQuX2KEJe2Af46z5G5Ce5QFdTdVwSNf6JhFyHwioI_mphz/s723/Mazterman_office.bmp" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="480" data-original-width="723" height="424" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqgBTq9ZX6DNjS00YJn7sj3uKF_sc0ky9NQzOPaCelxLlW_PhGKvdkAWrHekUT0ffE7q_Uss-VofVajjeOMvu1bTZeIEdoDNaBFA37Bke851i2MzVA1ihngSsF_ADNfQnOyvzB394S8ceQuX2KEJe2Af46z5G5Ce5QFdTdVwSNf6JhFyHwioI_mphz/w640-h424/Mazterman_office.bmp" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Office. Circa 2008/2009<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhz8vL9xh_yu4r3rv4Oq5LiEfMURbn9ovSdybhp31rsQkptx0SPbfKZ2VAGSgv_POENdO3bSI4xbH8JJ18cq8RnjiNDnZksl5rVETxvKdfpGrtOr_pD1v-UNsPHH-3m3stCLe_LDHDARd062QZMqPUEg0RwlUrLXakLXpUXmbQxFSXHE1_8ht4NQkOC/s712/MazterMan's%20Cyclone.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="474" data-original-width="712" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhz8vL9xh_yu4r3rv4Oq5LiEfMURbn9ovSdybhp31rsQkptx0SPbfKZ2VAGSgv_POENdO3bSI4xbH8JJ18cq8RnjiNDnZksl5rVETxvKdfpGrtOr_pD1v-UNsPHH-3m3stCLe_LDHDARd062QZMqPUEg0RwlUrLXakLXpUXmbQxFSXHE1_8ht4NQkOC/w640-h426/MazterMan's%20Cyclone.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Cyclone. A floating rollercoaster moving in a circle. Circa 2006 or 2007<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwlQ5k8s4YK4JdPZxA0PBf1xqEKrro6JyVjK8M88baAEyPv5TT6pyo9BPHvDFvOoJDd94DoxncZK4U9_yK81TvrS-xkVKz204pzSdUQAsbOQaD-K-eMzV87g-L1eyctLU2wtPpgzuqyqP-P0Pre9rSkSVbQtqzNFRjCZOrqFUyiSNC13GP_4exi3rd/s1856/Screenshot%202022-09-14%20at%206.37.47%20PM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1284" data-original-width="1856" height="442" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwlQ5k8s4YK4JdPZxA0PBf1xqEKrro6JyVjK8M88baAEyPv5TT6pyo9BPHvDFvOoJDd94DoxncZK4U9_yK81TvrS-xkVKz204pzSdUQAsbOQaD-K-eMzV87g-L1eyctLU2wtPpgzuqyqP-P0Pre9rSkSVbQtqzNFRjCZOrqFUyiSNC13GP_4exi3rd/w640-h442/Screenshot%202022-09-14%20at%206.37.47%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Television rules the nation. Circa 2012<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhT-O4E-D4La6be7TnCb5bU4SDV_jL2l4DQRxUfMo8uQUce9T51x2k71g6peOPx1WUlo7tOm4ExjC_nzAGdw4dUnFhI3KioWuR3y-0EkZ1-NJDgKwFiTYBn64o13HA68u6vQ7zxuF8IAw07GrvHOMUsmUbwJ8oBqcldVa-pfcfq6UWpR7v3lm_Ccyrh/s698/MazterMan's%20FireFlySkyDiver%20v1.0.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="470" data-original-width="698" height="430" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhT-O4E-D4La6be7TnCb5bU4SDV_jL2l4DQRxUfMo8uQUce9T51x2k71g6peOPx1WUlo7tOm4ExjC_nzAGdw4dUnFhI3KioWuR3y-0EkZ1-NJDgKwFiTYBn64o13HA68u6vQ7zxuF8IAw07GrvHOMUsmUbwJ8oBqcldVa-pfcfq6UWpR7v3lm_Ccyrh/w640-h430/MazterMan's%20FireFlySkyDiver%20v1.0.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Firefly - a skydiver ride. when taking the tiles away, people will float in the air. Due to a bug in the game, you were able to place the tiles back at the same height and spot, allowing people to enter. Circa 2007.<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB345J7jTolCygldZ3DVe8ra7kPA4LqM1iMvJh7Y7cQjIagctdufT-NNYm2wDPuBVXJ2GPka8nizGFwHcPC_jT_wrgMJBjFsSOUSW5LFsYHPwXFRccC7GoIBITebMcaAxafQQAVieF5SNsUdssMIwEHqxyJdM2kNlXb8GVjPGQBoUniCD8uKbA-9Ws/s704/MazterMan's%20FireFlySkyDiver%20v2.5.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="478" data-original-width="704" height="434" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB345J7jTolCygldZ3DVe8ra7kPA4LqM1iMvJh7Y7cQjIagctdufT-NNYm2wDPuBVXJ2GPka8nizGFwHcPC_jT_wrgMJBjFsSOUSW5LFsYHPwXFRccC7GoIBITebMcaAxafQQAVieF5SNsUdssMIwEHqxyJdM2kNlXb8GVjPGQBoUniCD8uKbA-9Ws/w640-h434/MazterMan's%20FireFlySkyDiver%20v2.5.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Updated version of the Firefly. Now 4 tiles instead of 2, more capacity and easier to put the tiles back. Circa 2007.<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoxz0aznTfa2nmRSS89VaoBallcMGbLNFJDnz4bev1pj2L_2tyT2xFPtpSf8I1DAYLYB9YNY-oPkWfqYm-zQ95MYKwG-n623Ow6utPfqPYebvfuCQqEkPMWvTIPO_ov3WNRPRGRgqNT-Wu6P9yBuO05aImFxsJCOGhXcptFjg0F7L4s_Yb-CHJhDW3/s712/MilleniumStadiumv2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="474" data-original-width="712" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoxz0aznTfa2nmRSS89VaoBallcMGbLNFJDnz4bev1pj2L_2tyT2xFPtpSf8I1DAYLYB9YNY-oPkWfqYm-zQ95MYKwG-n623Ow6utPfqPYebvfuCQqEkPMWvTIPO_ov3WNRPRGRgqNT-Wu6P9yBuO05aImFxsJCOGhXcptFjg0F7L4s_Yb-CHJhDW3/w640-h426/MilleniumStadiumv2.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Second version of Millenium Stadium. With more capacity and less shabby looking. Circa 2008<br /></td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiynZoJjyT8YdKNULXXgOricnaixtsQKDisRC5Dp_CQawcgQ0O7zqEBmVleL2TS-UXEu3nCReO6iuVtlBje4YbeQm7WqLdu10XRB7ZfI1tiAxOp_Tg-PI9PQezkCyISNy4BMh6n401OT5n9sePBAGKPD0lvjuT7zKOsqwUoVg3J8r0FFiLpALZjCON0/s2814/PowerKraken-habboon-2017.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1294" data-original-width="2814" height="294" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiynZoJjyT8YdKNULXXgOricnaixtsQKDisRC5Dp_CQawcgQ0O7zqEBmVleL2TS-UXEu3nCReO6iuVtlBje4YbeQm7WqLdu10XRB7ZfI1tiAxOp_Tg-PI9PQezkCyISNy4BMh6n401OT5n9sePBAGKPD0lvjuT7zKOsqwUoVg3J8r0FFiLpALZjCON0/w640-h294/PowerKraken-habboon-2017.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Power Kraken. Simplified updated version of the first ride I had made. Circa 2020.<br /></td></tr></tbody></table><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0GIQjhjqyI3MpblbUoCOKpBjUeRb_Zl3BPofj3cg2TXyt3vYilYqBX2F26O_qy_UiV3C7Fk0uaiIEcdfmW4hhFz-HVurWgUEN_cu8hF9fdbRhWmm-uwr-oqYCvfl8ppQVCWsJSC-DhMyScNiZOblYaUR7rRrSl-QeacNUXPNCHoUx85PtqO5_k5H0/s3216/Screenshot%202022-09-14%20at%206.45.42%20PM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2210" data-original-width="3216" height="440" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0GIQjhjqyI3MpblbUoCOKpBjUeRb_Zl3BPofj3cg2TXyt3vYilYqBX2F26O_qy_UiV3C7Fk0uaiIEcdfmW4hhFz-HVurWgUEN_cu8hF9fdbRhWmm-uwr-oqYCvfl8ppQVCWsJSC-DhMyScNiZOblYaUR7rRrSl-QeacNUXPNCHoUx85PtqO5_k5H0/w640-h440/Screenshot%202022-09-14%20at%206.45.42%20PM.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">MAL HQ - MazterMan Attractions Limited HQ. Circa 2021<br /></td></tr></tbody></table>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-92097254084080605772022-09-09T18:06:00.007+02:002022-09-13T12:47:38.800+02:00September Update<p> Quick update just in time for the weekend! Production for ARENA has been completed and I've moved on onto the post-production process. A rough edit for the film has been completed. Instead of 45-75 minutes, the final runtime of ARENA will be approximately 33-40 minutes with credits included. I had initially calculated a general time span of the film based upon the amount of shots per map made and their respective length. I wanted to create sections with extremely long shots, but during post I found out how redundant and boring these shots actually were. They did not add a lot to the film as a whole and I figured that even audio would most likely not be able to fix this issue. That is why a lot of shots had to be cut to a shorter length in order to keep the film digestible and interesting. A number of shots from certain maps could also not be used (some looked the same as shots from other maps, or did not fit my vision on the film anymore) and were removed from the film in their entirety. I think these changes are for the better. A 75 minute film concerning Quake III Arena maps would be too long for anyone to watch in one sitting, and the overall quality of the shots remains the way I had originally visualized it by doing it this way.</p><p>I'm still a bit torn whether I will be implementing one or two custom made maps. I have not started the mapping process yet due to a lack of dedicated hardware for this. I hope to fix this issue soon. Whether one or two maps will be featured, only time will tell. It highly depends on the schedule, available time and how well the remaining post production is going. What is set, however, is that the custom maps will serve as a bit of a red thread throughout the film and their shots will be featured in the beginning, at the one third mark, half way through, two third mark, and at the end of ARENA. I have currently started the grading process after tinkering with the edit for a couple of days. You know, switching shots, making sure the film keeps on flowing, changing shot lengths, the usual. I've started grading two days ago. So far I'm grading at a pace of 5 minutes of film per two days. It does not sound like much but it's at least around 30 to 40 shots. Considering each shot requires its own care and attention, it's safe to say I'm a bit worn out after each day. During this month I'll be fully focusing on the grading process and starting the mapping process of the one/two custom maps featured in the film. Once mapping is done I will create additional shots for in the film and place them accordingly. All of the processes will eventually overlap so I am not sure on an exact releasedate as in a day. I have set an exact month though, and that is december again. At this moment I am working on both ARENA and Pixelated Soundwaves every single day for hours on end. Only thing I can say so far is that I can't wait to share the end result and hear what you guys think. More coming soon. I will share a couple of shots that contain before and after grades so you are able to get a bit of a idea of what the film is going to look like.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqOmOg6PEjvqL-vTaII90zeIQJP72Wc-wmxbTtQMXnkJPyBIjiJzJFalLTwcpkYDMfSUOFqLykR1wqUcXYx8HHwBNQdvEu7NdCO1EUmKK0Zi2fRx4TzXDmKctkdGfNrvSuy66RiegU4uVZO9pnaqIYhWCZyvU5iki4mF3xERIwLH9_3xKzzzxmb75O/s4320/Screenshot%202022-09-09%20at%205.51.15%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1940" data-original-width="4320" height="288" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqOmOg6PEjvqL-vTaII90zeIQJP72Wc-wmxbTtQMXnkJPyBIjiJzJFalLTwcpkYDMfSUOFqLykR1wqUcXYx8HHwBNQdvEu7NdCO1EUmKK0Zi2fRx4TzXDmKctkdGfNrvSuy66RiegU4uVZO9pnaqIYhWCZyvU5iki4mF3xERIwLH9_3xKzzzxmb75O/w640-h288/Screenshot%202022-09-09%20at%205.51.15%20PM.png" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOC9tlSS7G0bfPEnrfMRrYV-SnwGFx-uMyB4UyRF4IWYl-JNWd320s1UQ6edDh3y9_7W1wQoVwiNKgHDIIrANYOzPQI4BFVAh3gEecg9m__Zs1Dv3JbMhGvI2dXPZ8mGLhwTiq-0cxdHdlGIkte6DrkwDyUSUzRZmpf15GFt_EqKJ9KVea23vTg_KB/s4320/Screenshot%202022-09-09%20at%205.51.20%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1940" data-original-width="4320" height="288" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOC9tlSS7G0bfPEnrfMRrYV-SnwGFx-uMyB4UyRF4IWYl-JNWd320s1UQ6edDh3y9_7W1wQoVwiNKgHDIIrANYOzPQI4BFVAh3gEecg9m__Zs1Dv3JbMhGvI2dXPZ8mGLhwTiq-0cxdHdlGIkte6DrkwDyUSUzRZmpf15GFt_EqKJ9KVea23vTg_KB/w640-h288/Screenshot%202022-09-09%20at%205.51.20%20PM.png" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhY_gEtH0GPLhZYiTE1Yq7gr2KFqc_joUW7Ei7gxHx5h73lVUI9HvzazMXgQw-5gVerrw9jlKtz4hBWQyc9dj2BORNKRh5_YLwyupAmrAj26JdP98kFR040AKaxfa56MLO3-ODblB2tEMwdJ6NgkSd6QrTNYl9uOd2RtDbfSnXBPz0Drv_1cdJOSNtA/s4320/Screenshot%202022-09-09%20at%205.51.35%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1940" data-original-width="4320" height="288" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhY_gEtH0GPLhZYiTE1Yq7gr2KFqc_joUW7Ei7gxHx5h73lVUI9HvzazMXgQw-5gVerrw9jlKtz4hBWQyc9dj2BORNKRh5_YLwyupAmrAj26JdP98kFR040AKaxfa56MLO3-ODblB2tEMwdJ6NgkSd6QrTNYl9uOd2RtDbfSnXBPz0Drv_1cdJOSNtA/w640-h288/Screenshot%202022-09-09%20at%205.51.35%20PM.png" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkYw6h7uBcQr9-fglrqmc0dRpH9X0QLtSJRI3kKygLu9V1ksB7_QvorkfOZayQrCNH_2VwCaTeSDA6jkDtJh1WXHAEBx-17gFD-AAFpGndUuIiEOfXXLcXEqCrq3q_ycMRNuestYBKR14d7yjHxULIZoHHFqxVO5nTQfTbm070WWDPux54m1wZnifL/s4320/Screenshot%202022-09-09%20at%205.51.38%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1940" data-original-width="4320" height="288" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkYw6h7uBcQr9-fglrqmc0dRpH9X0QLtSJRI3kKygLu9V1ksB7_QvorkfOZayQrCNH_2VwCaTeSDA6jkDtJh1WXHAEBx-17gFD-AAFpGndUuIiEOfXXLcXEqCrq3q_ycMRNuestYBKR14d7yjHxULIZoHHFqxVO5nTQfTbm070WWDPux54m1wZnifL/w640-h288/Screenshot%202022-09-09%20at%205.51.38%20PM.png" width="640" /></a><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiC9lI1ZMnlpy4EwueIUZzxdHRx_3ViM9hJBIRvyhYps7Vpmgj7M69xC65BlVBbLwDoGULRP_5wz2vcfE1wvNcNYEW6BCvE3VrWoAdbfY1qwChw1luOqhujAk1VG76ZUHKqbpsqMoCrbkSXo_u8FFt86L-UzzVebLslz_EMGIHCRUoPRuh1i8q6x4M-/s4320/Screenshot%202022-09-09%20at%205.51.57%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1940" data-original-width="4320" height="288" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiC9lI1ZMnlpy4EwueIUZzxdHRx_3ViM9hJBIRvyhYps7Vpmgj7M69xC65BlVBbLwDoGULRP_5wz2vcfE1wvNcNYEW6BCvE3VrWoAdbfY1qwChw1luOqhujAk1VG76ZUHKqbpsqMoCrbkSXo_u8FFt86L-UzzVebLslz_EMGIHCRUoPRuh1i8q6x4M-/w640-h288/Screenshot%202022-09-09%20at%205.51.57%20PM.png" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjlXUqGHy5daXHTwiC864jYkGJePiFuzP3jV3tDObqlJa7fgJIm5ckGQvTl776Myt2Ho7Zsn0R2I7FGRxlxXusKunaURbWptV3ov7JsxJieZmcZGnN8A9PREUWnNcgZCnbpr52hlIicCqEKMR_9LPZme2J2YVvLc0twywI6Yb7P0gHmneUFMu_xE14/s4320/Screenshot%202022-09-09%20at%205.52.05%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1940" data-original-width="4320" height="288" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjlXUqGHy5daXHTwiC864jYkGJePiFuzP3jV3tDObqlJa7fgJIm5ckGQvTl776Myt2Ho7Zsn0R2I7FGRxlxXusKunaURbWptV3ov7JsxJieZmcZGnN8A9PREUWnNcgZCnbpr52hlIicCqEKMR_9LPZme2J2YVvLc0twywI6Yb7P0gHmneUFMu_xE14/w640-h288/Screenshot%202022-09-09%20at%205.52.05%20PM.png" width="640" /></a></div></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Regarding Pixelated Soundwaves, production is still going strong. Out of the 13 video's, 3 video's have been succesfully completed and currently 5 are being rendered. The video's serve a complimentary role in this project as the main focus lays on the audio. There are 12 songs composed; each of them containing their own respective video. The thirteenth video revolves around a continuous mix of all 12 songs in one single 45 minute video. The visuals that are used in the video's require a lot of time to render. Approximately 48 hours per video, to be exact. That is why production is going at a bit of a slower pace than Arena. Considering the first two tracks are awaiting premiere, I'll share right now that the songs are based upon Habbo Hotel music samples from their Trax furni line that enjoyed high popularity during 2007 and 2009. Since Trax was such a popular feature back in the day and I also enjoyed it a lot, I figured to create an album with 12 custom made songs composed with Habbo music samples inside of Ableton Live. Don't worry if it sounds a bit vague if you are unfamiliar with what Trax contains. I'll release an APPOVTALK about Pixelated Soundwaves sooner or later explaining everything and I will also release a dedicated post when both Pixelated Soundwave and ARENA are being released. The first two tracks are already awaiting premiere on YouTube. The rest of all the video's are now currently being produced or awaiting final post-production.<br /></div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Since you're able to see the video's awaiting the official premiere on my channel: yes, <b>Pixelated Soundwaves will release on <u>October 7th</u></b>. Every song will premiere 15 minutes after one another. The first track will premiere at 12PM CEST, the second one at 12.15PM CEST, the third one at 12.30 PM CEST, and so on, to be concluded with the continuous mix around 3PM CEST. Pixelated Soundwaves will not release on Vimeo, only on YouTube. So be sure to check it out on my YouTube Channel. Also, since ARENA is going to be most likely an extremely large videofile since it is 35 minutes long, I will only share a compilation of clips on Vimeo due to storage constraints on free Vimeo accounts. The full film will only be shared on YouTube and IGMDB (Internet Gaming Movie Database). </div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">Here's a quick screencap from the video's awaiting premiere thus far. See you in the next update!</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqqcBY6NnaedIH0uB8SkYogXrKz48u4XextNdKCTRH0NDruKgPB7j_P0i7qGwU_wMZPVz6MLllJUr7ygUkaMPuJzkxjGdNQ1j_xZT9WaOuOeQ9AhJg--IRNQweh0qMPLxq5TyClDYg_2vd3zdy5sxFacHN6FaD-KpCAOtMEOxrPD5_Db0QH731mJmP/s914/Screenshot%202022-09-09%20at%205.55.09%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="504" data-original-width="914" height="352" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqqcBY6NnaedIH0uB8SkYogXrKz48u4XextNdKCTRH0NDruKgPB7j_P0i7qGwU_wMZPVz6MLllJUr7ygUkaMPuJzkxjGdNQ1j_xZT9WaOuOeQ9AhJg--IRNQweh0qMPLxq5TyClDYg_2vd3zdy5sxFacHN6FaD-KpCAOtMEOxrPD5_Db0QH731mJmP/w640-h352/Screenshot%202022-09-09%20at%205.55.09%20PM.png" width="640" /></a></div><br />Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0tag:blogger.com,1999:blog-5534802208422410577.post-3583174800494760362022-08-30T12:12:00.001+02:002022-08-30T12:12:29.889+02:00Instagib at Q3DM17<p> While in the process of offline editing ARENA and custom mapping things for the film I came across a couple of demo's. One of them was from a instagib match with bots I recorded around two years ago. I was a bit on a spree. I decided to render it with Q3MME on 2K Scope, add a bit of post in it and decided to release it on YouTube. Rendering with MME took around 22-24 hours.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/PHx0hpjCl6A" width="320" youtube-src-id="PHx0hpjCl6A"></iframe></div><br /><p><br /></p>Jordy Veenstrahttp://www.blogger.com/profile/07106834516078393880noreply@blogger.com0