And Now For Something Completely Machinima

Ricky Grove, Tracy Harwood, Damien Valentine, and Phil Rice

Machinima, real-time filmmaking, virtual production and VR. Four veteran machinimators share news, new films & filmmakers, and discuss the past, present and future of machinima.

  1. S6 E214 Ancient Paths - Ozymandias (Feb 2026)

    3 DAYS AGO

    S6 E214 Ancient Paths - Ozymandias (Feb 2026)

    In this episode of Now for Something Completely Machinima, the team revisits Ozymandias (1999) — one of the earliest and most controversial works of machinima, created by Hugh Hancock and Strange Company using the experimental LithTech Film Producer toolkit. What begins as a straightforward critique quickly turns into a deeper debate: 👉 Is Ozymandias a “bad film”… or a groundbreaking prototype that helped shape virtual filmmaking? Ricky challenges the film’s pacing, visuals, and sound, arguing that by today’s standards it feels unfinished and awkward. But Tracy and Phil place the work in its historical context — revealing it as a crucial pivot point where machinima shifted from gameplay recording to intentional, cinematic storytelling inside game engines. The panel explores: How Ozymandias tested the first true machinima production toolsWhy moving sand and free-camera shots were revolutionary at the timeHow this experiment foreshadowed today’s virtual production (Unreal, Source Filmmaker, The Mandalorian, etc.)Why the film mattered more as a technical and artistic manifesto than as a polished short filmHugh Hancock’s legacy, ambition, and influence on the machinima movementAlong the way, the hosts reminisce about the wild early days of machinima — executable films, hacked tools, screen-recording cameras, and the struggle to share video before YouTube even existed. Whether you’re a machinima veteran or a newcomer, this episode is a fascinating look at how a rough, experimental short helped open the door to modern virtual filmmaking. 🎬 Watch, debate, and decide for yourself: brilliant milestone… or broken relic? Time stamps -01:00 Ricky introduces today’s pick: Ozymandias02:10 Why the film mattered to early machinima03:00 Ricky’s harsh rewatch critique05:56 Damien: likely a LithTech test film07:57 Ricky pushes back on “test video” idea09:11 The infamous (hilarious) Archive.org comment10:19 Tracy reframes Ozymandias as a historic pivot point15:00 Early virtual filmmaking & camera tools explained20:07 Pre-YouTube reality and why Film Producer failed commercially24:36 Phil’s memories of Machinima.com’s homepage26:30 Phil corrects the record: Strange Company built Film Producer31:00 Why the “moving sand” was revolutionary in 199936:42 Original release was a standalone executable (not video)38:09 Early capture glitches and screen-recording methods41:05 Ricky: films “live in time” + call for context on Archive.org43:03 How long did this take to make?44:35 Festival nomination (Best Technical Achievement, 2003)46:10 Tool credits — “Alpha 0.5”47:00 Skyrim machinima tools & Unreal “Outside the Blocks”48:20 Show wrap-up + listener email invite Credits -Co-hosts: Ricky Grove, Phil Rice, Damien Valentine, Tracy HarwoodProducer: Ricky GroveEditor: Phil RiceMusic: Phil Rice and Suno AI

    50 min
  2. S6 E213 Can Starfield Become a Machinima Platform? One Mod Might Prove It: Defying Fire (Feb 2026)

    12 FEB

    S6 E213 Can Starfield Become a Machinima Platform? One Mod Might Prove It: Defying Fire (Feb 2026)

    Starfield is one of the most cinematic games Bethesda’s ever shipped… so why haven’t we seen much machinima from it? Today we’re looking at a mod that might finally crack that open: a fully built settlement with lore, characters, quests, and surprisingly strong voice acting, presented with a “lore trailer” that feels like a slice-of-life tour through a corporate-controlled mining town. We’ll break down what it gets right, what it’s missing as machinima, and why projects like this might be the new bridge between fandom and professional virtual production. Starfield has been sitting there looking cinematic… and creators have mostly not used it for machinima. In this ep, we dig into a standout exception by @team fire: an ambitious settlement + narrative mod (Arinya / Yeltsin Corp vibe) that ships with voice acting, lore, quests, factions, and “paid mod” ambitions - plus what that could mean for machinima, virtual production workflows, and the future of creator-made expansions. We dive into one of the most ambitious Starfield mod creations we’ve seen: a new settlement with lore, characters, quests, factions, and fully voiced performances.  Why this works: ·       It’s a real Starfield creation with serious craft (environment dressing, lore framing, VO credits). ·       It tees up a bigger convo: “mods as mini-studios,” machinima as a portfolio path (again), and whether Starfield can become a true machinima platform. ·       It has stakes: paid creations, bugs/beta realities, Bethesda updates potentially reshaping the ecosystem. Timestamps - 01:05 Damien’s pick: the Starfield settlement mod + why it caught our eye 03:10 What the trailer shows: Arinya, prefab-built scale, and “lived-in” set dressing 05:25 Lore + story hooks: corporation control, unrest, factions, player choice 07:45 Machinima critique: why it works as a “lore trailer” (and what’s missing) 10:05 Camera language: sweeping establishes vs character/coverage (tools or style?) 12:35 Voice acting & credits: why human performance changes the feel 15:10 Ambition vs reality: beta bugs, updates, and building a team 18:05 Paid mod potential: bridge between free mods and official-style expansions 21:10 Mods as career pipeline: machinima exodus parallels + mod-to-studio pathways 24:05 Starfield updates/DLC: risk of breaking mods vs reviving interest 26:35 What this could mean for Starfield as a machinima platform 28:40 Viewer question: have you played it / what Starfield machinima should we cover?   Credits – Hosts: Ricky Grove, Phil Rice, Damien Valentine, Tracy Harwood Producer/Editor: Phil Rice Music: Phil Rice and Suno AI

    50 min
  3. S6 E212 How Second Life Brought “May It Be” (Lord of the Rings) to Life with Cinematic Machinima (Feb 2026)

    5 FEB

    S6 E212 How Second Life Brought “May It Be” (Lord of the Rings) to Life with Cinematic Machinima (Feb 2026)

    What happens when Tolkien’s world, Enya’s music, and cutting-edge virtual performance collide? In this episode, we explore a breathtaking Second Life film that reimagines “May It Be” as a haunting, hopeful journey through shadow and light. From gothic landscapes and cinematic lighting to an unexpectedly intimate motion-capture reveal, this episode showcases how virtual worlds can deliver not just spectacle, but genuine emotional resonance. If you love: ·       Lord of the Rings and its timeless theme of hope against darkness ·       Machinima and virtual cinematography at its most poetic ·       Innovative uses of facial mocap and performance in online worlds ·       Discovering undiscovered creative voices with serious talent …then you won’t want to miss this.  We dive into a strikingly beautiful piece of Second Life machinima: Anna Kurka’s cinematic cover of Enya’s “May It Be” from The Lord of the Rings: The Fellowship of the Ring. Tracy brings the pick, introducing Anna as a Belgium-based virtual performer who blends singing, storytelling, and atmospheric world-building into emotionally rich visual journeys. Set in the hauntingly gothic Second Life region “Infinite Darkness,” the film pairs slow, ethereal fly-throughs of ancient forests, ruins, mist, and light with a tender, intimate vocal performance. The hosts explore how the imagery echoes Tolkien’s core themes of darkness and hope, fear and resilience, the liminal space between night and dawn, and how Anna’s more human, grounded interpretation contrasts with Enya’s otherworldly original. The discussion also turns technical, with a spoiler-friendly deep dive into the surprise ending: a remarkably convincing facial motion-capture performance inside Second Life, raising fascinating questions about virtual production, real-time mocap, and how far user-generated platforms have evolved. Along the way, the panel reflects on Tolkien’s enduring emotional power, the courage it takes to reinterpret iconic music, and the often-hidden talent within virtual worlds that deserves a much wider audience. Timestamps – 01:26 Overview of Anna Kirker’s “May It Be” (Enya / Lord of the Rings cover), her background as a Second Life creator and singer, and the cinematic quality of her work.  06:31 Thematic and musical analysis 10:41 Anna’s background and artistic potential 12:41 Connection to Tolkien’s storytelling 14:31 Personal Tolkien memories 17:11 Spoiler alert and setup for the ending   Credits – Hosts: Ricky Grove, Phil Rice, Damien Valentine, Tracy Harwood Producer/Editor: Phil Rice Music: Phil Rice and Suno AI

    33 min
  4. S6 E211 Fantasy: Quest of the Key (Jan 2026)

    29 JAN

    S6 E211 Fantasy: Quest of the Key (Jan 2026)

    This week, we review a supporter-recommended iClone fantasy machinima that surprised us with its polish: “Quest of a Key - Chapter One” by AuroraTrek. We’re always saying we want more story-driven iClone machinima (and fewer tech-demo vibes)… and this one delivers on craft: strong shot selection, confident editing, excellent music cues, and character animation that’s smoother than you’d expect. But then the conversation gets interesting. We dig into sound mastering and spatial audio, the difference between “dry” dialogue and believable room tone, how stylized realism can drift into “clay-face” territory, and what happens when a series leans hard into character introductions without giving the audience enough plot hooks to chase. Tracy goes deep on the structure across multiple chapters, and we talk about why view counts can drop when episodes feel like long-form animation sliced into shorts. We also get into pipeline talk: Daz characters into iClone, motion capture vs animation libraries, and the very real challenge of stepping from an established fan universe (Star Trek / Star Wars) into an original world where you don’t get story shorthand for free. If you make machinima, virtual production, iClone films, or Unreal/CG shorts, this ep is packed with practical takeaways: pace, hooks, sound space, visual texture, and how to reveal character through action inside the plot. 👇 Join the discussion: did you watch all the chapters, and do you feel the “quest” kicks in soon enough? Timestamps 00:00 Cold open – we found story-driven iClone 01:00 Intro + this week’s pick (supporter recommendation) 03:00 First impressions: craft, animation, voice acting, direction 06:45 Sound nerd corner: mastering, stereo placement, reverb/space 08:45 Visual style: realism vs stylized realism, texture “clay-face” notes 10:00 Pipeline talk: motion capture, Daz → iClone, avoiding clipping 14:19 Series structure: shorts vs long-form, pacing, “padding” vs plot 33:46 Views vs hooks: what the audience drop-off might signal 42:27 Fan universe vs original IP: why discovery is harder without shorthand 46:26 Creator lesson: reveal character through story action 50:00 Wrap + audience question   Credits – Hosts: Ricky Grove, Phil Rice, Damien Valentine, Tracy Harwood Producer: Ricky Grove Editor: Phil Rice Music: Phil Rice and Suno AI

    51 min
  5. S6 E210 WoW: Among Fables and Men (Jan 2026)

    22 JAN

    S6 E210 WoW: Among Fables and Men (Jan 2026)

    We begin with a heartfelt tribute to the late Frank Fox — filmmaker, musician, and beloved member of the machinima community. From his classic MovieStorm film Morning Run Amok to his live music performances as “Frank Leonatra,” we reflect on his creativity, generosity, and the lasting impact he had on virtual filmmaking and the people who loved him.   Then we dive deep into one of the most visually unique and emotionally powerful machinima ever made: 🎥 “Among Fables and Men” (2007) by Tobias “Dopefish” Lundmark. Created in World of Warcraft using an experimental motion-comic style, this five-minute film is a masterclass in: ·       Visual storytelling without dialogue ·       Music-driven narrative ·       Surreal atmosphere and symbolic design ·       Why bold artistic style can outlive “realistic” graphics We explore its production history, its Japanese folklore and graphic-novel influences, its innovative camera and compositing techniques, and why it still feels fresh nearly 20 years later.   If you love:✨ Machinima history  🎮 Game-based filmmaking 🎼 Cinematic sound design 🎨 Experimental visual style 📽️ Virtual production as true art …this episode is for you.   In the history of machinima, Among Fables and Men stands out as a quiet but profound turning point, not because it pushed technical realism, but because it expanded the very idea of what machinima could be. At a time when most creators were striving to replicate the look and grammar of live-action cinema - dialogue, shot-reverse-shot editing, lip-sync, and narrative realism - Tobias “Dopefish” Lundmark chose a radically different path. He treated the game engine not as a virtual film set, but as raw visual material, closer to animation cels, comic panels, and theatrical tableaux than to conventional cinematography.   The film’s motion-comic style, its use of cut-out figures moving through layered 3D space, its panel-like framing, and its subtle depth illusions created a hybrid language that sat somewhere between graphic novels, animation, and experimental cinema. By refusing to anchor the story in spoken dialogue or narration, Lundmark allowed music, rhythm, and sound design to become the primary storytelling forces. Meaning emerges through atmosphere and emotional progression rather than through explicit plot mechanics, placing the work in the tradition of visual music and art film rather than scripted drama.   This stylization also gave the film a timeless quality. While many machinima from the mid-2000s now appear dated as game engines evolved, Among Fables and Men still feels fresh because it is not trying to simulate reality. Its abstraction frees it from technological obsolescence and instead roots it in artistic intention. The world of Warcraft becomes a symbolic landscape rather than a literal one, a dreamspace shaped by folklore, surrealism, and the logic of music rather than by gameplay.   Lundmark’s innovation lies in this shift of perspective. He did not ask how to make a game look more like a movie; he asked what kinds of cinema could only exist inside a game engine. By combining modded camera tools, compositing, and graphic design principles, he constructed a personal visual grammar that was neither traditional animation nor traditional machinima. The intense, constraint-driven production process, created in a matter of days, without final voice performances, pushed the film toward suggestion, mood, and symbolic imagery, turning limitation into aesthetic identity.   In doing so, Tobias Lundmark helped demonstrate that machinima could be more than recorded performance or digital theater. It could be poetic, abstract, musically structured, and formally experimental. Among Fables and Men showed that virtual worlds could host not only stories, but also atmosphere, metaphor, and visual philosophy, opening the door for machinima to be understood not just as a technique, but as a legitimate and distinctive cinematic art form.   🕒 Jump to key moments with our chapter timestamps 💬 Join the discussion in the comments   Timestamps – 12:00 Visual Style & Motion Comic Technique 15:00 Cultural Analysis, including Japanese folklore (Nuricabe, Alice in Wonderland parallels), Graphic novel and Flash animation influences, Sound design as narrative driver, the role of experimental machinima in digital art history, the Warcraft camera tools that made the film possible 23:00 Production Challenges & Artistic Choices 27:30 Anime, Visual Economy & Stylization 31:30 Timelessness vs. Realism in Machinima 35:30 Reflections & Creative Inspiration   Credits – Hosts: Ricky Grove, Phil Rice, Damien Valentine, Tracy Harwood Producer: Ricky Grove Editor: Phil Rice Music: Phil Rice and Suno AI

    38 min
  6. S6 E209 Source Demoman turned into Ram (Jan 2026)

    15 JAN

    S6 E209 Source Demoman turned into Ram (Jan 2026)

    This week on And Now for Something Completely Machinima, snacks are flowing, pretzels are implied, and Tracy throws us a curveball of a film pick. 🍪🎬 We dive into “Demoram” by Livviathen, a lightning-fast, 90-second burst of animated chaos made in Team Fortress 2 and Garry’s Mod—and somehow packed with more storytelling, personality, and punch than films ten times its length. At first glance, it looks like old-school machinima. But look again, and you’ll spot razor-sharp animation choices, perfectly timed sound design, and a wild, Warner Bros.–style cartoon energy that feels both nostalgic and fresh. A furious Scottish cyclops ram, a doomed Scout, explosive slapstick violence, and blink-and-you-miss-it details all collide in a miniature masterpiece. We talk about: Why less than half the action is actually shown—and why that makes it brilliantHow sound design carries the story as much as the visualsThe genius of using gaps, cuts, and implication instead of over-animatingWhy Livviathen’s claim of “not being an animator” absolutely does not convince usAnd how this short channels Bugs Bunny, Road Runner, and Ren & Stimpy… inside Source FilmmakerPlus, we explore Livviathen’s behind-the-scenes channel, her creature work (including the unsettlingly awesome Spantis), and why her workflow proves that instinct and timing matter just as much as polish. Short, silly, ferocious, and shockingly smart—Demoram is proof that machinima can still surprise us. 👉 Watch along, then tell us: what do YOU call someone who animates like this if not an animator? Credits -Co-hosts: Phil Rice, Tracy Harwood, Damien ValentineProducer/Editor: Phil RiceMusic: Phil Rice & Suno AI

    21 min
  7. S6 E208 Bad endings = new beginnings? (Jan 2026)

    8 JAN

    S6 E208 Bad endings = new beginnings? (Jan 2026)

    🎮 What if the “bad ending” of Half-Life… wasn’t the end at all? In this episode of Completely Machinima, Phil, Tracy, and Damien dive into one of gaming’s most legendary “what ifs.” We explore a fan-made Half-Life mod that does the unthinkable: it turns the game’s infamous impossible ending—the one where you’re meant to die horribly—into a brutal but beatable continuation of the story. Instead of accepting your fate at the hands of the mysterious G-Man, this mod asks: what if you survived? The result is a fascinating piece of fan fiction-meets-game design, complete with eerie “backrooms” vibes, authentic Half-Life visuals, and a surprising amount of new gameplay—made nearly 20 years after the original game launched. Along the way, we talk about: Why Half-Life’s world still inspires creators decades laterThe passion (not profit!) behind modding communitiesHow mods act as hidden résumés for future game developersSteam, new hardware rumors, and the eternal hope for Half-Life 3Plus a bonus machinima pick featuring Ryan Gosling awkwardly—but brilliantly—dropped into Half-Life 2 😄Whether you’re a hardcore Half-Life fan, a modding nerd, or just love stories about creative communities keeping worlds alive long past their expiration date, this episode is all about the joy of saying: “What if we didn’t stop there?” 👉 Let us know what you think on our socials—tell us which game ending you wish someone would rewrite. Credits -Co-hosts: Phil Rice, Damien Valentine, Tracy HarwoodProducer/Editor: Phil RiceMusic: Phil Rice & Suno AI

    23 min
  8. S6 E207 Is that Bond... James Bond? (Jan 2026)

    1 JAN

    S6 E207 Is that Bond... James Bond? (Jan 2026)

    🎬 This week on And Now for Something Completely Machinima, we’re shaking (and stirring) things up with a deep dive into Benjamin Tuttle’s long-awaited James Bond machinima, Endgame – Part One 🍸💥 Host Damien Valentine kicks things off by revealing he actually voices Q in the film (recorded years ago!), before the panel digs into why this project is such a standout. Created in iClone and rendered in Unreal Engine, Endgame delivers a Bond look and feel that’s grounded, stylish, and refreshingly not sci-fi flashy—London actually looks like London, and the tone leans classic rather than futuristic. 🎶 From its full-length Bond-style title sequence and original theme song to slick action choreography, witty humor, and loving nods to Bond lore (Spectre, Q, M, Cold War vibes, and yes—the car), we agree: this is a heartfelt homage made with serious craft. There’s also a touching dedication to Ken White, honoring the machinima community that helped shape projects like this. Of course, no good Bond briefing is complete without critique 👀We debate storytelling clarity, episodic structure, sound mixing, facial animation quirks, and whether Part One leaves us with enough of a cliffhanger to fully ignite anticipation for what comes next. 🎤 Along the way, we talk: What makes a Bond feel like Bond (without copying the originals)Machinima’s evolution as a filmmaking mediumUnreal Engine vs iClone (and why skill matters more than tools)Why this project is a major proof-of-concept for solo creators💡 Bottom line: Endgame – Part One is ambitious, polished, and packed with love for both James Bond and machinima—and it sparks a lively, thoughtful discussion you won’t want to miss. 👉 Grab your martini, hit play, and join us for one of our most energetic episodes yet... starting 2026 with a BANG! Credits -Co-hosts: Ricky Grove, Damien Valentine, Phil Rice, Tracy HarwoodProducer: Damien ValentineEditor: Phil RiceMusic: Phil Rice & Suno AI

    39 min

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Machinima, real-time filmmaking, virtual production and VR. Four veteran machinimators share news, new films & filmmakers, and discuss the past, present and future of machinima.