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. 6d ago

    S6 E241 Machinima News Omnibus (Sept 2026)

    In this news episode, Tracy Harwood and Damien Valentine explore three very different developments shaping machinima and virtual storytelling. Tracy introduces DramaMancer, an experimental AI-powered storytelling platform developed through Midjourney’s Storytelling Lab. Rather than generating an entire story, DramaMancer combines an author’s characters, scenes and narrative framework with natural-language player input. Tracy considers whether this represents genuine player agency or merely a more sophisticated illusion of choice—and asks where authorship lies when stories are co-created by the writer, player and AI. Damien responds by considering what happens when players push an AI-generated narrative so far from its intended path that the story can no longer progress, recalling the infamous research-order bug in X-COM: Terror from the Deep. The discussion then turns to a recent panel featuring pioneers of Second Life machinima. Tracy reflects on how early creators transformed a social virtual world into a collectively maintained filmmaking environment through experimentation, shared knowledge and community initiatives such as Machinima Mondays. She contrasts this socially driven model of innovation with DramaMancer’s attempt to lower creative barriers through automation. Finally, Damien discusses Reallusion’s new iClone RTX renderer, which promises ray-traced rendering inside iClone without exporting projects to NVIDIA Omniverse. He also explains his practical approach to facial performance capture with AccuFACE, including why subtle expressions, head movements and accurately performed dialogue can make such a dramatic difference to animated characters. Key time stamps 01:00 – Damien and Tracy introduce the news episode 01:46 – What is DramaMancer? 03:12 – Storylets, player agency and authored narrative frameworks 05:50 – Who is the author of an AI-generated playthrough? 07:27 – The limitations and risks of AI-driven storytelling 09:06 – DramaMancer’s potential for machinima and virtual performance 10:20 – Damien responds: can players break an AI-generated story? 11:46 – The X-COM: Terror from the Deep research bug 13:37 – Why DramaMancer may be a more interesting use of generative AI 14:55 – Pioneers of Second Life machinima 16:26 – How Second Life became a virtual production environment 17:34 – Machinima Mondays and community-led knowledge sharing 18:33 – Second Life as a collectively maintained virtual studio 19:59 – Automation versus community as two routes into virtual storytelling 21:41 – Reallusion’s new iClone RTX renderer 23:27 – Missing particle effects and the challenges of NVIDIA Omniverse 25:55 – Expectations for the RTX renderer beta 26:19 – AccuFACE 2 and facial motion capture 27:13 – Combining full-body and facial performance capture 28:25 – Why subtle facial movements produce dramatic results 29:54 – Capturing the whole face, not simply lip-sync 30:34 – Final thoughts and episode closingCredits -Co-hosts: Damien Valentine, Tracy HarwoodProducer: Damien ValentineEditor: Phil RiceMusic: Phil Rice & Suno AI

    S6 E241 Machinima News Omnibus (Sept 2026)
  2. Aug 27

    S6 E240 Political Machinima, PTSD and America’s Army | Welcome to the Desert of the Real (Aug 2026)

    In this episode, Tracy Harwood, Ricky Grove and Damien Valentine discuss Paolo Pedercini’s 2009 machinima film Welcome to the Desert of the Real. Created using the US military recruitment game America’s Army, the film overturns the game’s heroic presentation of warfare to explore post-traumatic stress disorder and the psychological consequences of combat. We examine Pedercini’s use of the US military’s own PTSD checklist, fragmented desert imagery, shifting viewpoints and an unsettling soundscape of wind, footsteps and white noise. Together, these elements transform the game world from a tactical arena into the isolated psychological space of a traumatised soldier. The discussion situates the film within the traditions of counter-gaming, tactical media and culture jamming, comparing Pedercini’s approach with Joseph DeLappe’s dead-in-iraq. We also consider whether the soldier’s anonymity strengthens the film, why its lack of sentimentality is so effective, and how the work might be remade using a contemporary game or Unreal Engine. Content note: This episode discusses warfare, killing and post-traumatic stress disorder. Time stamps - 01:49 Ricky introduces Welcome to the Desert of the Real 03:25 Paolo Pedercini, Molleindustria and America’s Army 04:07 How the film subverts a military recruitment game 05:03 PTSD, the desert and the film’s central narrative 07:25 America’s Army and the controversy around military recruitment games 08:13 The soldier’s anonymity and the limitations of character animation 09:54 The sniper sequence and its carefully controlled realism 12:05 Why the original film credits matter 13:29 Pedercini’s politically engaged games and artistic practice 16:17 Counter-gaming, tactical media and culture jamming 18:57 The PTSD checklist as the film’s driving structure 20:26 The journey towards the empty desert 21:00 From first-person shooter to psychological space 23:54 Traumatic memory and fragmented visual storytelling 24:56 Wind, white noise, tinnitus and psychological pressure 27:22 How the PTSD questions change the meaning of the images 29:54 Rejecting Hollywood sentimentality and easy resolution 30:29 Turning the military’s representational machinery against itself 32:13 Does the film need to show the soldier’s face? 32:58 Comparison with Joseph DeLappe’s dead-in-iraq 34:38 Could the film be remade with contemporary technology? 35:44 Reimagining the work in Unreal Engine 36:47 Call of Duty versus Unreal Engine 37:31 Would a remake lose the original’s political irony? 38:14 Audience question and closing remarksCredits -Co-hosts: Ricky Grove, Tracy Harwood, Damien ValentineProducer: Tracy HarwoodEditor: Phil RiceMusic: Phil Rice & Suno AI

    S6 E240 Political Machinima, PTSD and America’s Army | Welcome to the Desert of the Real (Aug 2026)
  3. Aug 20

    S6 E239 MUELEN: Horror Beyond Los Santos (Aug 2026)

    In this episode, we discuss MUELEN, a GTA V machinima written and directed by Troy Hamilton and created by Greenhouse Light Show. The film was runner-up in the Machinimay 2026 competition and stands out for its slow, atmospheric approach to horror. Rather than relying on action or spectacle, MUELEN tells a mysterious story about grief, trauma and a man struggling to understand what has happened around him. The film gradually blurs memory, reality and the supernatural, leaving the audience to decide how much of what they see can be trusted. We explore the film’s striking cinematography, muted colour palette, use of fog, carefully designed interiors and slow pacing. Together, these elements transform the familiar GTA V world into an isolated rural setting that feels far removed from Los Santos. We also discuss the film’s sound design, voice acting and music, including the way the soundtrack creates tension and draws the viewer into the story. Although there are some inconsistencies in the audio mix, the overall soundscape adds greatly to the film’s unsettling atmosphere. The conversation includes comparisons with Supernatural, Lovecraftian horror, David Lynch and Stanley Kubrick. We also consider why MUELEN feels closer to independent cinema than conventional machinima, and what it suggests about the growing quality and ambition of films being made in GTA V. Key timestamps 01:12 Introduction to MUELEN and Machinimay 202606:44 Cinematography, atmosphere and slow pacing11:43 Camera movement, tension and visual storytelling16:30 Comparisons with Supernatural and rural horror21:03 Sets, lighting, voice acting and music24:47 Sound design and the headphone experience27:46 Psychological interpretation and unreliable reality29:23 Fog, isolation and the transformation of GTA V31:07 Comparisons with David Lynch and Stanley Kubrick35:17 The quality of the Machinimay competition36:56 The rise of independent horror filmmaking37:57 The ambiguous ending and final reactions Credits -Co-hosts: Phil Rice, Damien Valentine, Tracy HarwoodProducer: Damien ValentineEditor: Phil RiceMusic: Phil Rice & Suno AI

    S6 E239 MUELEN: Horror Beyond Los Santos (Aug 2026)
  4. Aug 13

    S6 E238 The Art of the Duel (Aug 2026)

    This week we take a fascinating detour into the world of Star Wars fan filmmaking by looking at a project that recreates a deleted lightsaber duel between Anakin Skywalker and Count Dooku from Revenge of the Sith, reimagined entirely in the visual style of The Clone Wars. Although the completed animation lasts barely thirty seconds, we quickly discover that the real achievement lies in the filmmaker's six-minute breakdown of the creative process. Rather than producing a straightforward "how-to", the creator reveals the artistic thinking behind every major decision, turning what could have been a simple fan recreation into a thoughtful exploration of adaptation, animation and cinematic language. Our discussion begins with the creator's production workflow, examining the challenges of rebuilding facial models, refining lighting, solving animation problems and developing convincing lightsaber effects. We discuss how the film succeeds because it focuses less on software techniques than on creative problem-solving, showing how artistic decisions emerge through experimentation rather than following a fixed recipe. The making-of becomes every bit as engaging as the finished animation itself. From there, the conversation moves beyond technical craft to consider the film as an act of interpretation rather than imitation. Instead of copying Nick Gillard's original choreography shot-for-shot, the animator recognises that live-action movement must be translated into the visual grammar of The Clone Wars. We explore how anticipation, exaggerated silhouettes, camera language and carefully staged movement preserve the emotional intent of the original while allowing it to function naturally within animation. This leads into a broader discussion about adaptation, visual storytelling and what distinguishes thoughtful fan filmmaking from straightforward recreation. We also examine how the animation reflects George Lucas's long-established idea of "visual rhyming", drawing subtle connections between Anakin's duel with Dooku and Luke Skywalker's confrontation with Darth Vader in Return of the Jedi. The conversation considers how character movement, camera placement and composition reinforce Palpatine's manipulation of events while deepening the narrative through recurring visual motifs that span the Star Wars saga. Perhaps the most unexpected part of the discussion comes when we compare the film with practice-based research. We suggest that the completed animation functions as the creative artefact, while the accompanying making-of operates much like an academic exegesis, revealing the questions, methods and countless creative decisions that remain invisible within the finished work itself. This becomes one of the episode's central themes, prompting a wider conversation about how creative knowledge is communicated and why understanding process often changes our appreciation of the final outcome. The episode concludes by returning to broader questions about animation and performance. We discuss why motion captured from live actors cannot simply be transferred directly into stylised animation, how movement must be reshaped to feel believable, and why the creative journey documented throughout the film ultimately proves more rewarding than the destination. In the end, we agree that this is not simply a Star Wars fan project, but an insightful study of adaptation, visual storytelling and the craft of animation itself. Episode timestamps 00:00 Introduction. 01:00 Damien introduces this month's film and explains why the creator's production process interested him more than the finished animation. 03:00 Phil explores the making-of, discussing workflow, lighting, modelling and creative problem-solving, before reflecting on why process-driven filmmaking can be so compelling. 08:30 Tracy examines the project as an exercise in adaptation, exploring how live-action choreography is translated into the visual language of The Clone Wars rather than simply copied. 16:50 A discussion of George Lucas's visual storytelling, cinematic "rhyming", character performance and the craftsmanship behind the animation. 22:25 The conversation turns to practice-based research, comparing the making-of to an exegesis that reveals the creative thinking hidden beneath the finished film. 28:00 Phil argues that the making-of is the real finished work, prompting a discussion about creative intention and the value of explaining artistic decisions. 31:10 We broaden the conversation to animation, motion capture, theatrical performance and why animated movement must differ from live action. 37:30 Final reflections on creativity, adaptation and why the journey behind the artwork ultimately becomes the most memorable part of the film. Credits -Co-hosts: Phil Rice, Damien Valentine, Tracy HarwoodProducer: Damien ValentineEditor: Phil RiceMusic: Phil Rice & Suno AI

    S6 E238 The Art of the Duel (Aug 2026)
  5. Aug 6

    S6 E237 Machinima News Omnibus (Aug 2026)

    This week, the discussion centres on several significant developments across the machinima community, from community news and preservation of machinima history to new creative tools and the future of filmmaking platforms. The strongest recurring theme is how classic machinima practices are re-emerging through contemporary game engines and software, suggesting a renewed interest in machinima as a creative medium. The episode opens with a tribute to Mike Joyce, longtime collaborator of Kate Fosk and member of the Moviestorm-era machinima community. The hosts reflect on his generosity, his contribution to Machinima Expo productions, and the supportive nature of earlier online machinima communities. The panel discusses a PC Gamer feature covering a GTA V filmmaker who is livestreaming their production process. Halo Campaign Evolved and the Return of "Machinima Mode" - we examine Microsoft's remake of the original Halo, noting the inclusion of an officially branded Machinima Mode. The conversation broadens into a discussion of machinima history. Tracy observes that the remake is more than nostalgia—it is introducing machinima to third- and fourth-generation creators, demonstrating how enduring the medium has become. Ricky argues that Red vs. Blue legitimised machinima as entertainment, while Damien explains how watching the series inspired his own filmmaking career. The discussion concludes with an invitation for creators to use Halo creatively rather than simply reproducing Red vs. Blue. Tiny Bookshop - a lighter discussion follows around the success of Tiny Bookshop. State of Unreal 2026 - Phil highlights a technical demonstration from Unreal Engine featuring highly detailed urban environments. The conversation highlights how production values in virtual filmmaking continue to approach traditional film set design. Reallusion AI Studio and Free iClone Personal Edition - we discusses Reallusion's biggest software announcement. Tracy suggests that Reallusion may be moving toward an Unreal-style ecosystem, where the software becomes a gateway to a scalable marketplace rather than the primary revenue source. We agree that making professional animation software freely available could significantly expand the machinima community. Phil introduces the free personal version of Massive, the crowd simulation software used in The Lord of the Rings. The segment ends humorously with Ricky imagining an absurd "massive household" comedy requiring crowd simulation simply to go shopping. The major themes across the Episode are summarized as - Remembering and celebrating machinima pioneers.Evidence that machinima continues to influence commercial game development.Lowering technical barriers for new creators.Free creative software and accessible production pipelines.Preservation of machinima history while encouraging new generations.The continuing importance of storytelling over technology.Key Timestamps - 01:00 Tribute to Mike Joyce03:57 GTA V filmmaking livestreams05:40 Halo Campaign Evolved announced06:20 Machinima Mode, Red vs. Blue, Halo's legacy and new creators14:06 Tiny Bookshop discussion18:51 State of Unreal 2026 technology showcase20:40 Reallusion AI Studio and iClone Personal Edition29:17 Massive crowd simulation software becomes free33:15 Closing remarks Credits -Co-hosts: Phil Rice, Ricky Grove, Damien Valentine, Tracy HarwoodProducer: Damien ValentineEditor: Phil RiceMusic: Phil Rice & Suno AI

    S6 E237 Machinima News Omnibus (Aug 2026)
  6. Jul 30

    S6 E236 Severance Through Portal: Reimagining Identity in Machinima (Jul 2026)

    Featured Film: Severance Opening Titles Recreated in Portal by Brian Kissig This episode explores an exceptional reinterpretation of the title sequence from Severance, recreated using Portal assets in Unreal Engine and Cinema 4D. Rather than simply assessing the technical achievement, the discussion develops into a broader conversation about adaptation, symbolism, machinima as an artistic practice, and the relationship between filmmaking and game-making. Phil introduces the film as a painstaking recreation of the Severance opening titles, explaining that although it uses Portal assets, it extends well beyond simple gameplay capture. He highlights the remarkable fluid simulations, sophisticated editing, and careful adaptation of the original sequence's symbolism into the Portal universe, arguing that the work becomes an interpretation rather than a straightforward imitation. Ricky praises the craftsmanship and recognises it as an example of machinima at its highest technical level, while also reflecting on his personal preference for films that retain more visible traces of the game's constraints. He suggests that technical perfection can sometimes lose the handcrafted qualities that give traditional machinima its distinctive charm. Tracy provides an extended analysis by first examining the original Severance title sequence. She argues that it functions as a psychological and symbolic introduction to the series rather than a conventional credit sequence, exploring themes of fractured identity, loss of agency, corporate control and the uncanny through recurring visual metaphors including looping architecture, duplicated identities and the mysterious black fluid. Building from this analysis, Tracy argues that Brian Kissig's recreation does considerably more than reproduce the original. By replacing the psychological architecture of Severance with the systemic logic of Portal, the film transforms the central metaphor. Portal's mechanics become a new visual language through which bureaucracy, institutional power, identity and labour are explored. She argues that the Companion Cube, portals themselves and Aperture Science all deepen the thematic reading rather than simply referencing the game. She concludes that the filmmaker demonstrates how games can function as conceptual systems capable of generating entirely new meanings. Damien echoes this reading, explaining that after watching the original sequence he appreciated just how carefully the recreation preserved the structure while allowing Portal to reinterpret its ideas. The discussion also convinces him to move Severance higher on his viewing list. The conversation concludes by broadening into a reflection on machinima itself. The panel discusses the distinction between filmmaker-led machinima and game-native machinima, debating how creative limitations influence artistic practice. Ricky, Phil and Damien argue that technical constraints often stimulate creativity rather than restrict it, and that the problem-solving mindset developed through machinima translates into wider creative practice and filmmaking. Key Timestamps 01:20 Phil introduces the featured film and explains its relationship to Severance and Portal.05:00 Ricky reflects on the film's technical perfection versus the appeal of traditional handcrafted machinima.07:10 Tracy begins an in-depth analysis of the original Severance title sequence and its symbolism.13:40 Analysis shifts to Brian Kissig's Portal recreation and how it transforms the original's meaning.16:55 Discussion of Portal as a metaphor for institutional systems, identity and bureaucracy.20:00 Brian Kissig's filmmaking background and why the recreation succeeds artistically.22:30 Damien compares the recreation with the original and discusses its effectiveness.24:10 Phil discusses looping as a structural and musical metaphor in Severance.24:45 Broader discussion on filmmaker machinima versus game-based machinima.27:15 Conversation turns to creativity, artistic limitations and the role of technical constraints.30:00 Final reflections on how machinima develops creative problem-solving beyond filmmaking. Credits Co-hosts: Phil Rice, Ricky Grove, Tracy Harwood, Damien ValentineEditor/Producer: Phil RiceMusic: Phil Rice & Suno AI

    S6 E236 Severance Through Portal: Reimagining Identity in Machinima (Jul 2026)
  7. Jul 16

    S6 E235 The Wild World of TikTok Machinima (July 2026)

    This week, Phil takes the crew on an unexpected tour through the strange and rapidly evolving world of TikTok, presenting a curated compilation of game-inspired videos that blur the boundaries between machinima, gameplay, performance and digital art. Rather than searching for polished cinematic productions, the discussion explores the platform's distinctive culture of short-form creative expression, where humour, experimentation and disposable entertainment coexist with moments of genuine artistic innovation. Ricky and Damien join Phil to examine the compilation, discussing everything from live-action recreations of video game scenarios and AI NPC comedy to intricate gameplay demonstrations that resemble elaborate Rube Goldberg machines. The conversation also considers the darker side of viral gaming content, questioning the prevalence of violence and spectacle while reflecting on what these trends reveal about online audiences and contemporary digital culture. Among the highlights are a striking retro-inspired animated artist known as Perfect Loop, whose nostalgic visual experiments stand out amid TikTok's constant stream of content, and discussions of creators such as Viva La Dirt League, whose game-inspired comedy continues to influence online gaming entertainment. The hosts debate whether TikTok represents a genuine new frontier for machinima and virtual production, or simply another algorithm-driven platform where discovering exceptional work requires patience and persistence. Along the way they reflect on changing audience habits, creator communities, and whether short-form video is expanding, or narrowing, the possibilities for creative storytelling. Watch Phil's featured TikTok compilation and join the discussion: have you discovered innovative machinima or virtual production creators on TikTok? Let us know in the comments. 01:00 Welcome – Tracy is away01:31 Phil's TikTok machinima experiment03:15 Exploring TikTok's creative landscape05:15 Ricky reviews the compilation06:35 Humour, violence and TikTok culture07:42 The "divorce attorney" game tutorial09:33 Was the compilation representative?10:20 Gameplay, spectacle and creative skill11:17 Rube Goldberg gameplay and game physics12:06 Viva La Dirt League and game-inspired comedy12:50 TikTok creators in the real world14:00 AI NPC comedy and live-action performance14:47 Discovering creators through the algorithm16:05 Perfect Loop and artistic innovation on TikTok16:55 Is TikTok worth searching for machinima?17:10 Share your favourite TikTok creators Credits -Co-hosts: Ricky Grove, Phil Rice, Damien ValentineEditor/Producer: Phil RiceMusic: Phil Rice and Suno AI

    S6 E235 The Wild World of TikTok Machinima (July 2026)
  8. Jul 9

    S6 E234 The Rise of Independent Horror Creators (July 2026)

    This episode explores how independent horror filmmaking is reshaping the future of machinima and virtual production. Ricky reflects on his experience at StokerCon, discussing the remarkable quality and originality of contemporary short horror films, the growing influence of YouTube creators such as the makers of Backrooms and Obsession, and why horror remains one of the most effective genres for expressing contemporary anxieties. The panel considers what these developments mean for machinima creators as Hollywood increasingly looks to online filmmakers for fresh ideas and talent. The featured film is Anthem (2001) by Julien Vanhoenacker, an early real-time animated short created using the Phoenix3D engine. Rather than relying on graphic violence, Anthem presents a haunting, poetic meditation on suffering, memory and loss through the story of a mysterious humanoid subjected to mechanised torture. Phil, Ricky and Damien examine the film's handcrafted production, its visual and sonic influences, including echoes of Nine Inch Nails and industrial horror aesthetics, and discuss how suggestion, mood and restraint often create more powerful horror than explicit gore. The conversation also highlights the extraordinary technical achievement of producing such an ambitious work with the limited tools available at the time, making Anthem an overlooked but significant landmark in early independent machinima. 01:30 StokerCon & Why Horror Is Thriving04:45 Can YouTube Creators Replace Hollywood?06:18 Backrooms Review09:09 Obsession & Low-Budget Horror Success12:35 Film Pick: Anthem (2001)15:10 A Poetic Vision of Horror16:27 How Was Anthem Made in 2001?19:10 Nine Inch Nails & Industrial Horror Influences22:30 Why Suggestion Beats Gore26:06 Does the Low Quality Make It Scarier?27:22 What Makes Great Horror?29:30 Final Verdict on Anthem Credits - Co-hosts: Ricky Grove, Phil Rice, Damien ValentineEditor/Producer: Phil RiceMusic: Phil Rice and Suno AI

    S6 E234 The Rise of Independent Horror Creators (July 2026)

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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.