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Showing posts with the label Release

RELEASE: Regression 5

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It has been eight months since the release of Regression 4 last september. At the time of release it marked the start of a new, exciting era for the Regression film as they enjoyed a new and exciting major technical upgrade compared to the first three installments with the introduction of 4K DCI resolutions and higher levels of cinematic grading . With a runtime of 13 minutes, a new exciting angle of interest within the boundaries of 'movement' and overall fantastic reception, Regression 4 became a new groundbreaking entry in this highly acclaimed machinima series.  Now, 8 months later, it's time to release Regression 5: an experimental 'fly-on-the-wall' visual study of the Grand Theft Auto V map seen through the perspective of a (hot-headed) taxi driver. The game's vast map is explored this time from the view of a single taxi cab, similar to the submarine approach found in Regression 4 but with ever-changing surroundings and weather. The runtime of the film has...

RELEASE: Incantaro

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   Incantaro 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 'Harry Potter and the Chamber of Secrets' . Developed by Eurocom and Published by EA 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. 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...

Re-Release: Pixelation is back!

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  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.  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 ...

RELEASE: Breaking Magical Boundaries (APPOVTALK 3)

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Camera manipulation during one of the many spell-challenges found within Harry Potter and the Chamber of Secrets (2002) 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; a...

RELEASE: AR3NA (2022)

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  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 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.  AR3NA is a visual study about Quake III Arena; its environments and its textures. A deeper critical look at over two-hu...

AR3NA - OFFICIAL TRAILER

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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. 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) Please find the trailer for the film down belo...

RELEASE: APPOVTALK #02 - Creating Pixelated Soundwaves

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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 Hote...