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2010.06.21
19:49:15
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(... Continued from Part Three) The Launch
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2010.06.18
13:36:02
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One of our Maverick tenets is that we make games communications that are authentic to the game experience – we believe that the game itself should be the primary inspiration and vehicle for the messaging we want to convey. As a result we have worked with a lot of different game engines to create various types of marketing and in-game content and are very interested in the development of Machinima - using a game engine to create narrative, cinematic and marketing content.
![]() In our experience, game engines are pretty good at relaying action, but for this project we needed the visuals to convey atmosphere and emotive content as well; a challenge even in live action. To attempt this in-engine, and taking into account the fact that Crysis 2, and CryEngine3 was still very much in development made the project an ambitious undertaking for all involved.
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2010.06.01
09:58:24
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(...continued from Part One) The key incarnation of our trailer concept for “The Wall” is seen in the decision to not have the Hero take the expected “heroic” action (exerting control or influence on a situation, normally assisted by a great big gun). Like all great cinematic action heroes, from Bond to Dirty Harry, the moments before the Hero takes action are arguably more important for audience understanding and empathy with the character or story.
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2010.05.14
16:45:03
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Today we saw the beginning of the end of one of our biggest projects for sometime and one that’s been hugely successful. Following our debrief today here’s the first part of our story; EA briefed Maverick on Crysis 2 in September 09 and it was clear from the very start that their vision was to have a trailer that was truly outstanding and different. There was also a commitment to achieve this in a way and to a level seldom (if ever) seen before in games advertising. We’d had a sneak preview of Richard Morgan’s back story for Crysis 2, which gave us an insight into the deep and immersive experience that the game sets out to achieve. There was also something else – a dark and emotive undercurrent to the story which got us intrigued and very excited but, at such an early stage in the process, we thought it better only to allude to these elements in the trailer, in order to convey something of the overall mood, tone and promise of the game without being overtly explicit in any details.
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2009.09.15
21:14:48
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It's a well know discussion in "audio geek" circles that speaker technology has not really developed in decades - well this TED lecture is a fascinating insight into some radical technology that can create focused sound - only certain people can hear it in certain set places etc. Bear with Woody Norris the "inventor", this is worth a look - there's bound to be some novelty brand applications for this around really soon - heck Woody tells us the military are using it to implant voices inside terrorists heads and it only costs a few hundred $'s.
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Will
19:49:15


