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.
DRE
#united5