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The New Force at Lucasfilm
Posted by
Zonk
on Mon Mar 27, 2006 10:24 PM
from the feel-the-money-surround-you dept.
from the feel-the-money-surround-you dept.
conq writes "BusinessWeek has an interview with the heads of George Lucas' gaming and movie divisions, and discusses with them how they are getting closer and closer to integration. From the article: 'Pre-visualization, which is a big thing that George has been pushing lately. It's a tool that directors would use to quickly mock up the ideas of a story and see what's going to work. It's really like building up a preview of a movie in a video game world. Instead of using static story boards, you can really just get in and create 3D content and camera moves directly. It's the best example of the kind of collaboration we've got going on.'"
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Games: LucasArts Aims for #1 120 comments
The New York Times has an interesting profile of LucasArts, the game development house attached to George Lucas' company. They discuss some challenges with being so closely associated with Star Wars, and detail their role in the Lucasfilm company as a whole. From the article: "[Ward's] most challenging days may be ahead. The videogame industry has been in the doldrums for months; video game sales are lagging as consumers wait to buy the next generation of consoles, including the PlayStation 3. And perhaps most important, Mr. Lucas has no plans to make any more 'Star Wars' movies. That means LucasArts will have to work that much harder to come up with ideas of its own. 'We are not the Star Wars game company,' said Micheline Chau, president of Lucasfilm. 'And Jim knows what he has to do.'"
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Hmm... (Score:5, Funny)
Re:Hmm... (Score:4, Insightful)
Still, he's earning more in a second than I do in a month, so he must be doing something right.
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Re:Hmm... (Score:3, Insightful)
Yep... (Score:2, Funny)
I could never work at Lucasfilm (Score:5, Funny)
Re:I could never work at Lucasfilm (Score:2)
Re:I could never work at Lucasfilm (Score:2)
Full Throttle (Score:2, Interesting)
Re:Full Throttle (Score:4, Informative)
There was a press release about it getting axed, but that most not have had enough Star Wars content either, and it's been deleted, and you get redirected to the home page.
There's a brief article here: http://www.gamespot.com/pc/adventure/fullthrottle
And a bit more here: http://www.adventuregamers.com/article/id,183 [adventuregamers.com]
God I wish Lucas would get over the whole Star Wars thing already.
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Re:Full Throttle (Score:2)
Re:Full Throttle (Score:2)
Hmm... digital crack. Uh-oh.
Pre-visualisation? (Score:2, Insightful)
Where?
Come on, it was bad enough Han Fired Second but to make Yoda into Hong Kong Phooey and Darth Vader into a whiny teen... puhleeze.
Worst Use of Natalie Portman Eva.
Some actual visualisation would be nice.
Visualisation is the only thing he's good at now. (Score:5, Insightful)
But, look at each still shot. They look good. The characterization sucks. The plot sucks. The dialog sucks. The timing sucks. The motivation sucks. None of it has any logical flow behind it.
But the still pictures are very nice.
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Re:Visualisation is the only thing he's good at no (Score:3, Insightful)
> The dialog sucks
Worse than sucks; it's unnecessary. If you eliminate the dialogue entirely, not much changes. It's that visual. The dialogue adds ... not much positive.
Every word after Obi-Wan cuts off Skywalker's legs is a negative, e.g. "I loved you man!" is something no actor needs to say; it's evident from the acting. The worst lines in all six movies is when the dying Portman (shades of "Love Story") says, "I think I'll spoil one of the plots points of the next movie by telling the audience th
Re:Visualisation is the only thing he's good at no (Score:3, Interesting)
Of course, the very worst dialogue was between Anakin and Padme. Episode II was so painful.
Re:Visualisation is the only thing he's good at no (Score:2, Insightful)
Really? I thought it looked like one huge computer game. Is this what passes for special effects these days? 2001 had more realistic looking space ships and that's ancient.
Re:Visualisation is the only thing he's good at no (Score:5, Insightful)
Maybe you do. I used to be a huge Star Wars geek. I read all the novels, bought the "reference books", absolutely loved the X-Wing games, etc. I quit when Episode I came out. I don't see how you can even compare the quality of the prequels with the incredible stories that other authors have written. Not just Zahn, but nearly every writer has come up with far better material than Lucas. The stories suck. The dialogue sucks, and not just the abysmal Anakin/Padme crap.
Parent
Re:Visualisation is the only thing he's good at no (Score:2)
But we're talking about movies where millions of dollars were spent creating the CGI effects. I expect they could have at least hired an editor to clean up the dialogue, you know?
Re:Visualisation is the only thing he's good at no (Score:2)
Quit your whining already. I actually enjoyed Episode II and III's stories.
Re:Visualisation is the only thing he's good at no (Score:3, Insightful)
That's probably closer to the truth than you realise. Most of those people will have first seen (and fallen in love with) 4-6 as a child, and as such they have a special signifigance to them.
They've seen 1-3 as adults, with an adult's view of things, and they simply can't compare to their childish recollection of 4-6. Sure, they've seen 4-6 as adults too, but you know the old saying, "first impressions
Re:Visualisation is the only thing he's good at no (Score:2)
T
Re:Visualisation is the only thing he's good at no (Score:2)
With all respect, "Bah!" Objectivity has baptkus to do with it. I claim that all the GLRMC haters out there suffer from "Boba Fett Underoos Syndrome". You all have a preconception of the original films from when you were young, impressionable, easily impressed, and loved playing in your
Re:Visualisation is the only thing he's good at no (Score:2, Insightful)
That's only because Lucas didn't direct Empire Strikes Back or Return of the Jedi. The reason he did more for the prequels was because he wrote and directed all three of them--the quality of this increased contribution is debatable.
I love Star Wars, and even if the prequels were complete insults to cinema (which I don't think they are) that's not going to change. However, I do think that JarJar added nothing t
Re:Visualisation is the only thing he's good at no (Score:2)
All of these sequels should never have been made, because they have the effect of diminishing the original, all for the sake of more money. Lucas is especially culpable in that he rewrites the original. It is not just Jar Jar and badly acted love scenes (I almost said Jar Jar in badly acted love scenes, hopefully Lucas doesn't read this and get ideas for 7).
It is inconceivable for a
Re:Visualisation is the only thing he's good at no (Score:3, Insightful)
Three words for you, pal. "Bull fucking shit".
If you pick up a copy of "The Hobbit", you will find that there are some glaring differences when compared to the first printing of the story. In the original When Gollum lost the riddle game, he was a good sport - showing Bilbo to the door and letting him keep the Ring . Read that again, slowly, and imagine how pointless the Lord of the Rings would have been if Tolkien *hadn't* revised his
Re:Visualisation is the only thing he's good at no (Score:2, Insightful)
Sure, Anakin Skywalker went to the darkside because he was desperate to prevent his visions of his wife's death from coming true. No one would ever be tempted by the devil to save the woman (or man) they love from death?
And yeah, that love dialog from Episodes II and III sounded like it came from two socially inept, isolated teenagers who had never been encouraged to explo
Mocap suits (Score:3, Insightful)
Droidmaker (Score:2, Informative)
Reminds me of totalwar... (Score:5, Interesting)
I hope ideas like that start becoming more commonplace. I like the idea of using 3-D digital storyboarding in realtime, it sounds pretty awesome. It'll be exciting to see if this turns into more of a production tool that ends up getting used in movie and not just in the development process.
Lucas doesn't like human actors (Score:4, Interesting)
Re:Lucas doesn't like human actors (Score:2)
Lucas' vision proves he is terrible (Score:3, Insightful)
George Lucas is an idiot. He bitched for years that the original trilogy wasn't what he wanted, they weren't his real vision, etc. And they were fantastic. With the prequels, he was promoting how his vision could finally be realized - and it sucked. He got what he wanted, and the movies were terrible. They were
Welcome to 1999, George (Score:4, Insightful)
Peter Jackson and WETA started using pre-vis before production began on LOTR.
Other firms may have used it even earlier.
Plot inspiration (Score:3, Funny)
80-year old Hans Solo: What happen?
Yoda: The bomb has somebody set up us, hmmm...
A marketable purple gay alien chipmunk: We get signal!
Reincarnated Darth Vader: AYBABTU.
If Yoda spoke Zero-Wingese (Score:2)
Re:If Yoda spoke Zero-Wingese (Score:2)
Seeing Lucasfilm made me excited, then sad. (Score:4, Insightful)
I'm sick and tired of their recent obsession with 3d, it just doesn't look as good. I would love to see a 2d adventure game from them that would run natively at 1600x1200 and scale down to lower resolutions.
Can anyone honestly look and tell me that this 3d Sam & Max [samandmax.net] has more artistic style than this 2d Sam & Max [samandmax.net]??
Or this [samandmax.net] is better than this [samandmax.net]?
I'm not opposed to 3d games mind you, lord knows I didn't buy this Nvidia board for running OO.org faster and Grim Fandango was utterly phenomenal. I'd just like to see Lucasfilm games, lucasarts, whatever, spend more time in making a well written, well crafted worlds and games, rather than just "Wow, it's an adventure title, but in 3d!"
Like Machinima? (Score:4, Insightful)
Will it be coder or a debugger? (Score:3, Interesting)
The tools we use (like language) influence us in our choices and views. While greater tools can allow greater accomplishments, their purpose is should be to allow a complex process to be addressed simply, not to allow a simple process to be more complex.
In computers, one of the best ways to get a real understanding of computer programming is to debug a program without a debugger. At most, using a couple of print statements to allow some additional helpful information. The advantage to a lack of information is that it requires A) truly understanding how the mechanism works which leads to B) attempting to keep the code human-readable.
In places where a debugger is available, I have seen too often that the tool is use to simply find the problem and move on. After all, if I know that the loop is crashing, break the loop before the end of the run and see why it went too far. This is great for catching simple errors, and I do not knock the debugger for helping me realize that I accidentally incremented the wrong variable. What I do like is that people raised on debuggers generally cannot see anything other than simple operations. It will not explain why mutex is not being freed or many systemic problems; however, because he or she was never forced to think through his or her problems, the symptom of the problem (not the problem itself) is coded around at the location where the problem shows up in the debugger.
I cannot help but think that while this tool will be used to model some nice things, but I think a lot producers fail to realize that most people will happily take some good acting, a reasonable plot line, and intriguing dialog over wiz-bang camera zooms. Thank God for Battlestar Galactic.
Re:Will it be coder or a debugger? (Score:3, Insightful)
writing? (Score:3, Insightful)
is this new? (Score:3, Insightful)
A good example of integration (Score:4, Insightful)
It was the pod race. I kept thinking "why is this in the movie"
Sure enough a day or so after i saw people playing a wipeout clone which features the phantom menace pod race.
I guess this is what they call synergy in the movie business.
A few things.... (Score:5, Insightful)
Sullivan discusses that pre-viz is a good and modern solution, but he doesn't mention that pre-viz can also be slower and less fine tuned than the work of a storyboard artist. Illustrators can offer style, better/faster continuity, and the ability to develop an entire shot rather than developing rough 3D-geometry. If it were up to me, I'd keep both around.
So sure, the technology and tools get better, but it doesn't necessarily make a better film.
Disney made that mistake with their cel animation department, and they all got laid off (thank god for Lassater).
Square did it with Final Fantasy and threw away the storyline.
ILM seems to be a very traditional studio in the sense that they follow a typical pipeline for production. I just hope they clearly understand the benefits of keeping these illustrators around.
Re:A few things.... (Score:3, Informative)
Re:OMG (Score:3, Funny)
Re:OMG (Score:5, Funny)
In the original version, I posted first!!
Parent
Re:Sounds like a toy for mediocre directors. (Score:3, Insightful)
Re:Sounds like a toy for mediocre directors. (Score:2)
Re:Sounds like a toy for mediocre directors. (Score:5, Insightful)
Sounds like a toy for mediocre directors.
If you think that Peter Jackson is a mediocre director, sure. The Lord of the Rings included *numerious* pre-visualization shots. If you watched any of the bonus content on the DVD's, you would see some of the pre-vis stuff on the Mines of Moria scenes where the Fellowship is being chased by the Orcs. I think the movie was fabulous, and if pre-vis made the movie any better (which IMHO it did) then let the mediocre directors continue their work.
Visualization has at least two benefits that I think of right off the top of my head.
1. You as the director may be able to visualize what needs to happen, but communicating that to other people can be difficult if you don't have ESP. This allows the artist to communicate an idea to other people via a medium that is easy to conceptualize. Yes, that's what story boards are for (like the article says), but
2. It allows you to build a set without going through the costly motions of actually having to do it. This goes for virtual sets as well. While this method seems a lot more expensive than hiring a graphic artist to draw it in 2D story board cells, 3D permits you to make changes without having to redraw a whole frame, this in turn allows the crew to explore changes and make iterations very quickly. It also makes a good point of reference for those who are responsible for creating CG add-ins to the movie.
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