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http://www.hti.umich.edu/cgi/t/text/text-idx?c=bot;idno=5283331;rgn=div1;view=text;cc=bot;node=5283331%3A6

The Xbox Auteurs
Clive Thompson
New York Times Magazine

How Michael Burns and his fellow tech-savvy cineastes are making
movies set entirely inside video games

Like many young hipsters in Austin, Texas, Michael Burns wanted to
make it big in some creative field—perhaps writing comedy scripts in
Hollywood. Instead, he wound up in a dead-end job, managing a call
center. To kill time, he made friends with a group of equally clever
and bored young men at the company where he worked, and they'd sit
around talking about their shared passion: video games. Their favorite
title was Halo, a best-selling Xbox game in which players control
armor-clad soldiers as they wander through gorgeous coastal forests
and grim military bunkers and fight an army of lizardlike aliens.
Burns and his gang especially loved the "team versus team" mode, which
is like a digital version of paintball: instead of fighting aliens,
players hook their Xboxes to the Internet and then log on together in
a single game, at which point they assemble into two teams—red-armored
soldiers versus blue-armored ones. Instead of shooting aliens, they
try to slaughter one another, using grenades, machine guns, and death
rays. On evenings and weekends, Burns and his friends would cluster
around their TVs until the wee hours of the morning, gleefully blowing
one another to pieces.

"Halo is like crack," Burns recalls thinking. "I could play it until I die."

Whenever a friend discovered a particularly cool stunt inside Halo—for
example, obliterating an enemy with a new type of grenade toss—Burns
would record a video of the stunt for posterity. (His friend would
perform the move after Burns had run a video cord from his TV to his
computer, so he could save it onto his hard drive.) Then he'd post the
video on a Web site to show other gamers how the trick was done. To
make the videos funnier, sometimes Burns would pull out a microphone
and record a comedic voice-over, using video-editing software to make
it appear as if the helmeted soldier himself were doing the talking.

Then one day he realized that the videos he was making were
essentially computer-animated movies, almost like miniature emulations
of Finding Nemo or The Incredibles. He was using the game to function
like a personal Pixar studio. He wondered: Could he use it to create
an actual movie or TV series?

Burns's group decided to give it a shot. They gathered around the Xbox
at Burns's apartment, manipulating their soldiers like tiny virtual
actors, bobbing their heads to look as if they were deep in
conversation. Burns wrote sharp, sardonic scripts for them to perform.
He created a comedy series called Red vs. Blue, a sort of sci-fi
version of M*A*S*H. In Red vs. Blue, the soldiers rarely do any
fighting; they just stand around insulting one another and musing over
the absurdities of war, sounding less like patriotic warriors than
like bored, clever, video-store clerks. The first 10-minute episode
opened with a scene set in Halo's bleakest desert canyon. Two red
soldiers stood on their base, peering at two blue soldiers far off in
the distance, and traded quips that sounded almost like a slacker
disquisition on Iraq:
Red Soldier: "Why are we out here? Far as I can tell, it's just a box
canyon in the middle of nowhere, with no way in or out. And the only
reason we set up a red base here is because they have a blue base
there. And the only reason they have a blue base over there is because
we have a red base here."

When they were done, they posted the episode on their Web site
(surreptitiously hosted on computers at work). They figured maybe a
few hundred people would see it and get a chuckle or two.

Instead, Red vs. Blue became an instant runaway hit on geek blogs, and
within a single day, twenty thousand people stampeded to the Web site
to download the file. The avalanche of traffic crashed the company
server. "My boss came into the office and was like, 'What the hell is
going on?'" Burns recalls. "I looked over at the server, and it was
going blink, blink, blink."

Thrilled, Burns and his crew quickly cranked out another video and
then another. They kept up a weekly production schedule, and after a
few months, Red vs. Blue had, like some dystopian version of Friends,
become a piece of appointment viewing. Nearly a million people were
downloading each episode every Friday, writing mash notes to the
creators and asking if they could buy a DVD of the collected episodes.
Mainstream media picked up on the phenomenon. The Village Voice
described it as "'Clerks' meets 'Star Wars,'" and the BBC called it
"riotously funny" and said it was "reminiscent of the anarchic energy
of 'South Park.'" Burns realized something strange was going on. He
and his crew had created a hit comedy show—entirely inside a video
game.

Video games have not enjoyed good publicity lately. Hillary Clinton
has been denouncing the violence in titles like Grand Theft Auto,
which was yanked out of many stores recently amid news that players
had unlocked sex scenes hidden inside. Yet when they're not bemoaning
the virtual bloodshed, cultural pundits grudgingly admit that today's
games have become impressively cinematic. It's not merely that the
graphics are so good: the camera angles inside the games borrow
literally from the visual language of film. When you're playing Halo
and look up at the sun, you'll see a little "lens flare," as if you
were viewing the whole experience through the eyepiece of a
16-millimeter Arriflex. By using the game to actually make cinema,
Burns and his crew flipped a switch that neatly closed a
self-referential media loop: movies begat games that begat movies.

And Burns and his crew aren't alone. Video-game aficionados have been
creating machinima—an ungainly term mixing machine and cinema and
pronounced ma-SHEEN-i-ma—since the late 1990s. Red vs. Blue is the
first to break out of the underground, and now corporations like Volvo
are hiring machinima artists to make short promotional films, while
MTV, Spike TV, and the Independent Film Channel are running comedy
shorts and music videos produced inside games. By last spring, Burns
and his friends were making so much money from Red vs. Blue that they
left their jobs and founded Rooster Teeth Productions. Now they
produce machinima full-time.

It may be the most unlikely form of indie filmmaking yet—and one of
the most weirdly democratic. "It's like 'The Blair Witch Project' all
over again, except you don't even need a camera," says Julie
Kanarowski, a product manager with Electronic Arts, the nation's
largest video-game publisher. "You don't even need actors."

Back in college, Burns and another Rooster Teeth founder, Matt Hullum,
wrote and produced a traditional live-action indie movie. It cost
$9,000, required a full year to make, and was seen by virtually no
one. By contrast, the four Xboxes needed to make Red vs. Blue cost a
mere $600. Each 10-minute episode requires a single day to perform and
edit and is viewed by hordes of feverish video-game fans the planet
over.

More than just a cheap way to make an animated movie, machinima allows
game players to comment directly on the pop culture they so devotedly
consume. Much like "fan fiction" (homespun tales featuring popular TV
characters) or "mash-ups" (music fans blending two songs to create a
new hybrid), machinima is a fan-created art form. It's what you get
when gamers stop blasting aliens for a second and start messing with
the narrative.

And God knows, there's plenty to mess with. These days, the worlds
inside games are so huge and open-ended that gamers can roam anywhere
they wish. Indeed, players often abandon the official goal of the
game—save the princess; vanquish the eldritch forces of evil—in favor
of merely using the virtual environment as a gigantic jungle gym. In
one popular piece of Halo machinima, "Warthog Jump," a player
cunningly used the game to conduct a series of dazzling physics
experiments. He placed grenades in precise locations beneath jeeps and
troops, such that when the targets blew sky high, they pinwheeled
through the air in precise formations, like synchronized divers.
Another gamer recorded a machinima movie that poked subversive fun at
Grand Theft Auto. Instead of playing as a dangerous, cop-killing
gangster, the player pretended he was a naive Canadian tourist—putting
down his gun, dressing in tacky clothes, and simply wandering around
the game's downtown environment for hours, admiring the scenery.

So what's it like to actually shoot a movie inside a game? In June, I
visited the Rooster Teeth offices in Buda, Texas, a tiny Austin
suburb, to observe Burns and his group as they produced a scene of Red
vs. Blue. Burns, a tall, burly 32-year-old, sat in front of two huge
flat-panel screens, preparing the editing software. Nearby were the
two Rooster Teeth producers who would be acting on-screen: Geoff
Ramsey, a scraggly-bearded 30-year-old whose arms are completely
covered in tattoos of fish and skulls, and Gustavo Sorola, a gangly
27-year-old who sprawled in a beanbag chair and peered through his
thick architect glasses at the day's e-mail. They were fan letters,
Sorola told me, that pour in from teenagers who are as enthusiastic as
they are incoherent. "The way kids write these days," he said with a
grimace. "It's like someone threw up on the keyboard."

In the script they were acting out that day, a pair of Red vs. Blue
soldiers engaged in one of their typically pointless existential
arguments, bickering over whether it's possible to kill someone with a
toy replica of a real weapon. The Rooster Teeth crew recorded the
voice-overs earlier in the day; now they were going to create the
animation for the scene.

Burns picked up a controller and booted up Halo on an Xbox. He would
act as the camera: whatever his character saw would be recorded from
his point of view. Then Sorola and Ramsey logged into the game,
teleporting in as an orange-suited and a red-suited soldier. Burns
posed them near a massive concrete bunker and frowned as he
scrutinized the view on the computer screen. "Hmmmm," he muttered. "We
need something to frame you guys—some sort of prop." He ran his
character over to a nearby alien hovercraft, jumped in and parked it
next to the actors. "Sweet!" he said. "I like it!"

In a Red vs. Blue shoot, the actors all must follow one important
rule: Be careful not to accidentally kill another actor. "Sometimes
you'll drop your controller and it unintentionally launches a grenade.
It takes, like, 20 minutes for the blood splatters to dry up," Ramsey
said. "Totally ruins the scene."

Finally, Burns was ready to go. He shouted, "Action!" and the
voice-overs began playing over loudspeakers. Sorola and Ramsey acted
in time with the dialogue. Acting, in this context, was weirdly
minimalist. They mashed the controller joysticks with their thumbs,
bobbing the soldiers' heads back and forth roughly in time with
important words in each line. "It's puppetry, basically," Ramsey said,
as he jiggled his controller. Of all the Red vs. Blue crew members,
Ramsey is renowned for his dexterity with an Xbox. When a scene calls
for more than five actors onstage, he'll put another controller on the
ground and manipulate it with his right foot, allowing him to perform
as two characters simultaneously.

As I watched, I was reminded of what initially cracked me up so much
about Red vs. Blue: the idea that faceless, anonymous soldiers in a
video game have interior lives. It's a "Rosencrantz and Guildenstern"
conceit; Red vs. Blue is what the game characters talk about when
we're not around to play with them. As it turns out, they're a bunch
of neurotics straight out of Seinfeld. One recruit reveals that he
chain-smokes inside his airtight armor; a sergeant tells a soldier his
battle instructions are to "scream like a woman." And, in a sardonic
gloss on the game's endless carnage, none of the soldiers have the
vaguest clue why they're fighting.

Yet as I discovered, real-life soldiers are among the most ardent fans
of Red vs. Blue. When I walked around the Rooster Teeth office, I
found it was festooned with letters, plaques, and an enormous American
flag, gifts from grateful American troops, many of whom are currently
stationed in Iraq. Isn't it a little astonishing, I asked Burns when
the crew went out in the baking Texas sun for a break, that actual
soldiers are so enamored of a show that portrays troops as inept
cowards, leaders as cynical sociopaths, and war itself as a supremely
meaningless endeavor? Burns laughed but said the appeal was nothing
sinister.

"Red vs. Blue is about downtime," he said. "There's very little
action, which is precisely the way things are in real life."

"He's right," Ramsey added. He himself spent five years in the army
after high school. "We'd just sit around digging ditches and
threatening to kill each other all day long," he said. "We were bored
out of our minds."

Perhaps the most unusual thing about machinima is that none of its
creators are in jail. After all, they're gleefully plundering
intellectual property at a time when the copyright wars have become
particularly vicious. Yet video-game companies have been upbeat—even
exuberant—about the legions of teenagers and artists pillaging their
games. This is particularly bewildering in the case of Red vs. Blue,
because Halo is made by Bungie, a subsidiary of Microsoft, a company
no stranger to using a courtroom to defend its goods. What the heck is
going on?

As it turns out, people at Bungie love Red vs. Blue. "We thought it
was kind of brilliant," says Brian Jarrard, the Bungie staff member
who manages interactions with fans. "There are people out there who
would never have heard about Halo without Red vs. Blue. It's getting
an audience outside the hardcore gaming crowd."

Sure, Rooster Teeth ripped off Microsoft's intellectual property. But
Microsoft got something in return: Red vs. Blue gave the game a whiff
of countercultural coolness, the sort of grassroots street cred that
major corporations desperately crave but can never manufacture. After
talking with Rooster Teeth, Microsoft agreed, remarkably, to let them
use the game without paying any licensing fees at all. In fact, the
company later hired Rooster Teeth to produce Red vs. Blue videos to
play as advertisements in game stores. Microsoft has been so strangely
solicitous that when it was developing the sequel to Halo last year,
the designers actually inserted a special command—a joystick button
that makes a soldier lower his weapon—designed solely to make it
easier for Rooster Teeth to do dialogue.

"If you're playing the game, there's no reason to lower your weapon at
all," Burns explained. "They put that in literally just so we can
shoot machinima."

Other game companies have gone even further. Many now include editing
software with their games, specifically to encourage fans to shoot
movies. When Valve software released its hit game Half-Life 2 last
year, it included "Faceposer" software so that machinima creators
could tweak the facial expressions of characters. When the Sims 2—a
sequel to the top-selling game of all time—came out last year, its
publisher, Electronic Arts, set up a Web site so that fans could
upload their Sims 2 movies to show to the world. (About 8,000 people
so far have done so.)

Still, it's one thing for gamers to produce a jokey comedy or a music
video. Can machinima actually produce a work of art—something with
serious emotional depth? A few people have tried. In China, a visual
artist named Feng Mengbo used the first-person-shooter game Quake III
to produce Q4U, in which the screen is filled with multiple versions
of himself, killing one another. Players' relationships with constant,
blood-splattering violence are a common subject in game art. Last
year, the 31-year-old artist Brody Condon produced an unsettling film
that consisted of nothing but shots of himself committing suicide
inside 50 different video games.

"I try to come to terms with what taking your life means in these
games," Condon says. "I'm trying to understand, spiritually, your
relationship with an avatar on the screen."

But even machinima's biggest fans admit that the vast majority of
machinima is pretty amateurish. "It's like if some friends of mine all
broke into a movie set, and we all got to use all the cameras and
special-effects equipment," says Carl Goodman, director of digital
media at the American Museum of the Moving Image, which began to hold
an annual machinima festival two years ago. "We wouldn't quite know
how to use it, but we'd make some pretty interesting stuff."

Yet as Goodman points out, there's a competing proposition. Machinima
does not always strive to emulate "realistic," artistic movies. On the
contrary, it is often explicitly devoted to celebrating the aesthetics
of games—the animations and in-jokes, the precise physics. Most
machinima is probably meaningless to people who don't play games, much
as ESPN is opaque to anyone who doesn't watch sports. But for those
who do play Halo, it was genuinely thrilling to see something like
"Warthog Jump," with its meticulously synchronized explosions.

The Rooster Teeth crew has its own hilariously stringent rule for
making machinima: no cheating. When they shoot Red vs. Blue, they do
not use any special effects that are not organically included in the
game; everything you see in an episode of Red vs. Blue could in theory
have taken place during an actual game of Halo, played by a fan in his
or her bedroom. It's a charmingly purist attitude, a sci-fi version of
the "Dogma" school of indie film, which argues that movies are best
when cinematic trickery is kept to a minimum.

One evening in New York, I visited with Ethan Vogt as he and his
machinima team shot a car-chase scene for a Volvo promo. Vogt and two
producers sat at computers, logged into a multiplayer game; each
producer controlled a car racing through crowded city streets, while
Vogt controlled a free-floating "camera" that followed behind,
recording the visuals. The vehicles—an enormous 1972 Chevy Impala and
a Volvo V50—screamed along at about 60 miles an hour, fishtailing
through corners while plowing into mailboxes; lampposts; and,
occasionally, clots of pedestrians. The lead car burst into flames.
"That's great," Vogt said. "That's great."

Though it shares with independent filmmaking a do-it-yourself
aesthetic, machinima inverts the central tradition of indie film:
smallness. With their skimpy budgets, indie directors tend to set
movies in kitchens or living rooms—and focus instead on providing
quality acting and scripts. Machinima, in contrast, often has horribly
cheesy acting and ham-fisted, purple-prose stories—but they're set in
outer space. Want massive shootouts? Howling mob scenes? Roman
gladiatorial armies clashing by night? No problem. It is the rare form
of amateur film in which the directors aspire to be not Wes Anderson
but George Lucas.

Indeed, with video games played on computers, it is now possible to
build an entire world from scratch. The core of any video game is its
game engine, the software that knows how to render 3-D objects and how
to realistically represent the physics of how they move, bounce, or
collide. But the actual objects inside the game—the people, the cars,
the guns, even the buildings—can be altered, tweaked, or replaced by
modifications, or "mods." Mods do not require any deep programming
skills; indeed, almost any teenager with a passing acquaintance with
graphic-design software can "re-skin" a character in a game to make it
look like himself or herself, for instance. (Xbox and PlayStation
games, in comparison, are much harder to mod, because the consoles are
locked boxes, designed to prevent players from tampering with the
games.)

I was able to see modding in action one night when I visited the ILL
Clan, a pioneering machinima group. Their headquarters are the kitchen
table in the cramped one-bedroom Brooklyn apartment of Frank Dellario;
a lanky, hyperkinetic 42-year-old, he sat on a rickety folding chair,
pecking at a keyboard. The table was littered with four computer
screens and laptops, the remnants of take-out sushi, and a hopelessly
tangled morass of computer cords and joysticks; a huge wide-screen TV
lurked behind them for viewing their work. On the night I visited,
they were using a game engine called Torque to shoot a short heist
movie for Audi, in which two thugs beat up a concert violinist and
make off with an antique violin in a van.

To quickly create a gritty-looking city, Dellario and his
colleague—ILL Clan's cofounder, Matt Dominianni—hired a local artist
to build a generic-looking urban intersection inside the game. To
customize it, Dominianni went onto Google, found snapshots of a few
seedy stores (an adult bookstore, a tattoo parlor, and a furniture
outlet), and digitally pasted them onto the front of the buildings.
Then they went to a site called Turbo-Squid, a sort of Amazon for
virtual in-game items, and for $45 dollars bought a van that could be
plunked down inside the game. When I arrived, they were browsing the
site and contemplating buying a few women. "My God, look at this one,"
Dellario marveled, as he clicked open a picture of an eerily realistic
3-D brunette named Masha. "I'm going to marry this woman. They've
finally broken through to total reality."

Dellario put the van into the correct location in the scene and then
logged into the game to figure out the camera angle for this shot. He
frowned. It didn't look right. The lighting was all off, with shadows
falling in the wrong places.

Dominianni figured out the problem: "The sun is supposed to be at high
noon. It's in the wrong place."

"Oh, yeah," Dellario said. "Let me move it." He pulled up a menu,
clicked on the "sun" command, and dragged it across the sky.

Now they were finally ready to shoot. Dellario realized they needed an
extra pair of hands to manipulate one of the thugs. "Want to act in
this scene?" Dellario asked, and he handed me a joystick.

I sat down at one of the computers and took control of "Thug1," a
brown-haired man in a golf shirt and brown pants, carrying the stolen
violin. Dominianni was playing "Thug2." Our characters were supposed
to look around to make sure the coast was clear and then jump in the
truck and race off. Dellario gave me my motivation: "It's like you
hear a suspicious noise. You're nervous." I used the joystick to
practice moving my virtual character, craning its neck—my neck?—back
and forth. I have played plenty of video games, but this felt awfully
odd. Usually when I am inside a game, I'm just worried about staying
alive while the bullets whiz past my ears. I've never had to emote.

While Dellario and Dominianni fiddled with the camera angle, I grew
impatient and wandered around, exploring the virtual set. I peered in
a few shop windows—they were strikingly photorealistic, even up close.
Then I walked down an alley and suddenly arrived at the end of the
set. It was like a tiny Western town in the desert: once you got
beyond the few clustered buildings, there was nothing there—just a
vast, enormous plain, utterly empty and stretching off infinitely into
the distance.

This spring, Electronic Arts decided to promote the Sims 2 by hiring
Rooster Teeth to create a machinima show using the game. Called The
Strangerhood, it would be freely available online. The Strangerhood is
a parody of reality TV: a group of people wake up one day to discover
that they are living in new houses and they can't remember who they
are or how they got there. In the Sims 2, the animated people are
impressively Pixar-like and expressive, making The Strangerhood even
more like a mainstream animated show than Red vs. Blue; you could
almost imagine watching it on Saturday morning.

The problem is, the Sims 2 has turned out to be incredibly difficult
to shoot with. When the Rooster Teeth gang uses Halo for machinima,
the characters are mere puppets and can be posed any way the creators
want. But in the Sims 2, the little virtual characters have artificial
intelligence and free will. When you're playing, you do not control
all the action: the fun is in putting your Sims in interesting social
situations and then standing back and watching what they'll do. When
Rooster Teeth's Matt Hullum builds a virtual set and puts the
Strangerhood characters in place for a shoot, he's never quite sure
what will happen. To shoot a scene in which two men wake up in bed
together, Hullum had to spend hours playing with the two
characters—who are nominally heterosexual—forcing them into repeated
conversations until they eventually became such good friends they were
willing to share a bed. Shooting machinima with Sims is thus
maddeningly like using actual, human stars: they're stubborn; they
stage hissy fits and stomp off to their trailers.

"We'll do three or four takes of a scene, and one of the Sims will
start getting tired and want to go to sleep," Hullum said. "It's just
like being on a real set. You're screaming: 'Quick, quick, get the
shot! We're losing light!'"

Hullum showed me a typical Strangerhood scene. He put Nikki, a young
ponytailed brunette in a baseball cap, in the kitchen to interact with
Wade, a slacker who looked eerily like a digital Owen Wilson. (To give
Wade a mellow, San Francisco vibe, Hullum programmed him to move at a
pace 50 percent slower than the other characters.) Hullum pointed to
Nikki's "mood" bar; it was low, which meant she was in a bad mood and
wouldn't want to talk. "When they're bored, you have to lock them in a
room alone for a few hours until they start to crave conversation,"
Hullum said. He tried anyway, prodding Wade to approach her and talk
about food, one of Nikki's favorite subjects. It worked. The two
became engrossed in a conversation, laughing and gesticulating wildly.
"See, this footage would be great if we were shooting a scene where
these guys are maybe gossiping," Hullum mused, as he zoomed the camera
in to frame a close-up on Wade. Then Nikki started to yawn. "Oh, damn.
See—she's getting bored. Oh, no, she's walking away," Hullum said, as
the little virtual Nikki wandered out of the room. "Damn. You see what
we have to deal with?"

The audience for The Strangerhood has not exploded the way Red vs.
Blue did. The project is a gamble: its creators hope it will break out
of machinima's geeky subculture and vault into the mainstream.

Though in a way, Hullum said, the mainstream isn't always a fun place
to be, either. Before he returned to Austin to work on Red vs. Blue,
he spent six miserable years in Hollywood working on second-rate teen
movies with big budgets, like Scooby-Doo and The Faculty.

"So now to come to this, where we have total creative control of our
own stuff, it's amazing," Hullum said, as he watched Nikki walk out of
the house in search of a more interesting conversation. "I just pray
we can keep this going. Because if we can't, I'm in big trouble."

--
Homer: He has all the money in the world, but there's one thing he can't buy.
Marge: What's that?
Homer: (pause) A dinosaur.
                           -- Homer J. Simpson
Sudhakar Chandra                                    Slacker Without Borders

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