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Oct 7, 2008 at 10:52 AM CDT

View Comments: 14

Videogame Movie Editing: Concepts Part I

Posted by: DchozN


Instead of the usual format this particular installment will list several videogame movie editing concepts that have been featured in my past productions and explain why they were used and were valued by the viewers. If you'd like to see more of this then please let me know or I'll continue with the usual guides to show you how to improve upon your production in our exclusive guides here only at 3D-NY.com!

Branding

When I was barely 17 and pitching the idea of being a full time video editor over the home phone for Team 3D to then manager, Craig "Torbull" Levine, one of the concepts that I've incorporated to the planned weekly series of videos to stimulate web traffic for the website as specialized content was the "movie border" which allowed real estate for not only the Team 3D logo but their respective sponsors as well. It was an interesting time and a new endeavor for everyone involved so I simply did my homework not only as a fan but a potential employee (Team 3D loved their sponsors, sponsors loved Team 3D) and capitalized on that with the branding potential of the "movie border" which also showcased the sponsors at the same time, killing two birds stone if you will. In other words I showed that I was worth it (I was hired after all!) and had a plan in mind that was relevant to the team's goals as I knew that in reality what I did and still do may seem like "a bunch of video clips slapped together with music, please give me my money" type deal at first to the uninitiated.


Winter 2004 proposal still for Team 3D. Rest is history.

Moving on the "movie border" spawned imitators and eventually almost all movies were required to have some sort of additional graphic element or else it was considered not meeting the standard by the viewers.


Movies collected from 2005 - 2007 utilizing the "movie border"
introduced by 3D in January 2005

Try to Tell a Story

The more experienced Counter-Strike player usually tells you that there's more to the game than just fragging. I always kept this in mind early on and adopted that to the way I typically edit my productions. To tell a narrative in a frag movie may not be so easy at first but in reality it simply takes a bit of extra effort and creative thinking.

One way in order to do so is use a variety of different shots. Team 3D movies have always utilized a vast array of third person shots to facilitate the first person frags in order to also tell a story and setup the shot and how that particular player was able to mow the other team down in other words.

Personally I try to vision a scene and how it pans out, literally, in my head and try to execute it by first reviewing the demo, moving the camera to different locales and angles to ultimately tell a story. There's more to editing a frag movie than splicing a few first person shots and applying music.


The more the better.

Every scene is different so a few mere words can't really do the work for you, you simply have to experiment and toy with different shots in third person if you want to build upon a narrative for your production. However, our previous guide that went step by step in doing just this for the infamous Moto 1 vs. 4 SK scene would be of your interest to read thoroughly and apply the same nature into your own skillset.

Or another way to literally tell a story is incorporate voiceovers from the respective players such as Daniel "tfg" Frome's documentaries for Complexity LA before they were signed to the CGS as a founding franchise alongside 3D.NY. While not the most feasible option for everyone it is an alternative method in establishing or aiding in the development of a narrative in your frag movie.


Narration made Daniel "tfg" Frome's production stand out.

There's another method in building upon a narrative and that is the use of a clear theme to give atmosphere and weight to the story you're trying to tell even if it is within a frag movie environment.


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#1

October 7, 2008 at 10:58 AM CDT

Andre-tp
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aye aye aye
DRE

#united5

#2

October 7, 2008 at 11:00 AM CDT

raspberryHEAVENboy
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I am Jack's destroyer of beauty.

#3

October 7, 2008 at 11:06 AM CDT

Andre-tp
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yea David "made" it for me

#united5

#4

October 7, 2008 at 01:21 PM CDT

Jericho
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cool

#5

October 7, 2008 at 02:49 PM CDT

pixeeeLz
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i demand a ksharp movie dcho!

Ksharp | Method | Volcano | JUAN | nickn0it = Pure Pwnage
1+3+3=7

#6

October 7, 2008 at 03:14 PM CDT

NITRO
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Quite a cool insight from the start

Getting that fine line between film and frags is important

Thanks David w00t

Reg Torr - Forum & IRC Moderator
[RAK] Random Acts of Kindness. Do your part!

3D Fan since 2003

#7

October 7, 2008 at 06:30 PM CDT

phunk
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David Cho!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Great work my old friend.

1.6 ^_^

A witty saying proves nothing.
-Voltaire

#8

October 7, 2008 at 06:41 PM CDT

DchozN
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Staff Member Staff Member

#9

October 7, 2008 at 06:55 PM CDT

kidgonesmall
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nice job once again

#10

October 8, 2008 at 12:36 AM CDT

Efron
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You made history in the CS movie-making scene.
Hello

#11

October 8, 2008 at 10:26 PM CDT

maL-
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you need to make a tutorial for capturing cs angles

i can't seem to get the angles a lot of movie makers have for their movies in 1.6
if anyone has an guides or tips for 1.6 movie angles, i'd greatly appreciate that too ^^

#12

October 8, 2008 at 10:38 PM CDT

pixeeeLz
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Referenced post #8 by DchozN
http://www.gotfrag.com/cs/forums/thread/370503

#8
I lol'd

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1+3+3=7

#13

October 8, 2008 at 10:44 PM CDT

DchozN
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Referenced post #11 by maL-
you need to make a tutorial for capturing cs angles

i can't seem to get the angles a lot of movie makers have for their movies in 1.6
if anyone has an guides or tips for 1.6 movie angles, i'd greatly appreciate that too ^^
#11

Done.

DchozN.com - Soon

#14

October 13, 2008 at 01:53 AM CDT

pixeeeLz
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Posts: 1755
Location: Vancouver

DchozN how do you make a flashing effect so it goes with the beat of your music?

Ksharp | Method | Volcano | JUAN | nickn0it = Pure Pwnage
1+3+3=7
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