July 30th, 2008
In this exclusive interview, Todd Cericola, owner of Clocktower Pictures, talks about his movie studio, about music in movies and about the independent productions world.
Manuel Marino: When did you start your movie studio and how did you have the idea?
Todd Cericola: Clocktower Pictures was started in February of 2008. We are a new company in the Philadelphia area that specializes in independent film. We started it after working on a t.v. sitcom pilot called “Two One Five.” Myself, and my two partners Keelen Monahan and Matt Tomko had all been working individually on producing, directing, and writing and decided to put our efforts into one basket by opening up what would eventually become Clocktower.
How much is difficult to manage a movie studio?
I don’t know that it’s as difficult as it is fun. We are all doing something that we throughly enjoy doing. There is a strong workload, especially since we are a new company, but we wouldn’t have it any other way. We are a very hands on company working directly with our actors on a one on one basis. We try to cater to all of their needs as well as our own.
I’m a music composer, so the question is natural, how much music is important in the production?
As a musician myself, I think that music is one of the most important thing in a film. If you’re trying to paint a picture to set up a scene, background music is key to setting a mood. A good song will always have the scene set perfectly and you may not even notice it in the background, but when you have a bad song you, as the filmgoer, will always notice the mistake of choice.
What is your latest production? Can you tell us something about it?
Right now we are working on a few things. We are working on a feature film called “Describing the Moon,” about a guy in his mid-twenties struggling with trying to please his friends and complete his life’s goal of becoming a script writer. It’s a fantastic script that’s really dialogue driven, and very funny. We will be finishing up auditions for that next weekend, and should begin filming in October. Two One Five is a big priority as well, we are shopping around to try and sell and make an entire season. As well as entering short film and television festivals to get the name out. The entire episode is up on our website for free viewing at Clocktower Pictures. We are also looking into opening up a second branch of the company under the banner Clocktower Music helping to produce local artists and independent musicians. So we have a lot going on.
How we can define an independent movie and why it’s important that indies are supported in their work?
I think independent film is a very important thing because it brings out more creativity in people. When you’re writing without cause and shooting without big budget you’re working harder at making something the way you see it, so you’re getting the original vision of what you’re going for. It’s like an artists painting, you want to express your own ideas in your own way, not someone else. Too many hands in the cookie jar is never a good thing.
Do you think internet can help indies?
I think the internet is a great advantage for people in any area of creative arts. You can reach out to millions of people at the single click of a button for your company, your movie, your art, your music anything you want. I think with the advent of facebook, myspace, mandy, craigslist, and countless others we’re living in an age where getting yourself out to the masses of people is just that much easier, and that much better.
How do you see the future of movie production?
As far as movie production in general goes, I see it bulking up even more. Budget’s for production are getting larger by what seems daily, actors are making more and more money, and the intake is getting outrageous. On a smaller scale, Philadelphia is getting its own studio soon which has already scene production in the city jump up ten fold.
Posted in Arts, Business, People | No Comments »
July 23rd, 2008
Frank Kane job is very particular… he creates clouds! He can do it through his C++ library for real-time sky and 3D cloud rendering, used worldwide by scores of games and visual simulation applications on the Windows platform.
Its name is SilverLining.
Creating Clouds
Manuel Marino: Your sky and clouds library is impressive :)
Frank Kane: Thanks! SilverLining is a software library that allows real-time computer graphics developers to physically simulate the rendering of the sky, clouds, precipitation, and astronomical objects. You can specify any time at any location for pretty much any weather conditions, and SilverLining will draw what the sky would look like quickly enough for games and flight simulators.
Can we say that creating clouds is a form of Art?
It’s funny, because I didn’t go into this project thinking of it as a form of art at all - in fact it was quite the opposite and based on pure science; we went through almost a century worth of academic research into how light scatters through the atmosphere and clouds, the nature of precipitation, computing the location of the sun, moon, stars… stuff like that - and SilverLining was just meant to be a real-time implementation of the raw physics behind what makes the sky look the way it does.
However, a few months ago, I found myself standing inside New York’s Museum of Modern Art looking at an interactive art exhibit that featured SilverLining as part of it, running on a flat-panel display (this was Jonathan Harris’s and Sep Kemvar’s “I Want You To Want Me” piece. So there’s my sky rendering software, on display in the same building that houses works by Picasso and countless other other Art greats. It was surreal. So yes, Art and technology very much can live together.
Did you receive many requests of your library from game developers?
Yes, many game developers use SilverLining, and it’s even been ported to the XBox. But, we have just as many, if not more customers, in the visual simulation industry or “serious games” - people who create simulators for the military, for example - and also from broadcast video customers. A few people are working on using SilverLining for TV weather reports.
What do you think about the indie scene?
Well, I got my start as an independent game developer myself, so it’s a great way to people to learn and demonstrate that they have the skills and the drive to create something great and something big, if they do want to move on to larger projects. The growth of casual games and things like XBox Live have made it possible for indie game developers to carve out their own niche again, which is great. The world needs more people who are as passionate about their work as indie developers are.
What do you think about how internet became in 2008? What do you think about its future?
It’ll be interesting to see what direction social apps go in the long run. Will the world continue to support a few big social “portals” like Facebook and MySpace, or will a more open, simpler solution take over? Will people stay glued to their iPhones watching people Twitter about what they are doing? I think at some point we’re going to see a big divide between people who are very attached to their technology 24/7 with mobile devices, and people who rebel against the whole thing and become something akin to Luddites. It’ll be interesting to watch.
What do you think about the future of technology in general?
It all hinges on our educational system and the value society places on technology. In the US, we’ve had a real problem with a lack of interest in technology and science in general, and an educational system that does not do a good job at all in math and science.
Fortunately, there are other countries where this is not the case, and unless we see some big reforms here in the US, fewer technological advances will come from here. Already, most good technical workers here come from other countries - and our country’s restrictions on immigration and work visas make it increasingly hard to hire them. Who knows, perhaps the growth of the indie scene will counteract that effect by creating more interest in software engineering within our own country. Right now, it’s just really hard to find good developers, and that limits what the industry is able to create.
What will you develop in the future, new libraries? New projects?
I still have a few plans for making SilverLining even better, so I think that will keep me busy for awhile. Beyond that, I have lots of ideas - some involving computer graphics and some not - so if SilverLining gets to a point where it’s about as good as it can get, well, we’ll see.
Posted in Arts, Technology | No Comments »
July 23rd, 2008
Today we interview Raymond Jacobs, owner of Ethereal Darkness Interactive. Founded in 2002 Ethereal Darkness Interactive is commited to developing quality indie games with high production values. Raymond talks about his latest project, Morning’s Wrath 2, about videogames, Arts and technology.
Raymond Thoughts about Games and Arts
Manuel Marino: You are working on some new features for your next game…
Raymond Jacobs: yes, it is going to be Morning’s Wrath 2, the Sequel to our first game. You would be the first news source to really mention that!! As for the new systems… they are some various forms of internet integration with our new engine (The S3Engine 2.0) (version 2.0 of the engine used to make Malathedra). They will allow players to directly in-game leave comments to the developers about what they think of the game as well as submit any errors encountered via the internet automatically.
This is part of our new ‘internet technologies integration’ initiative as well as trying to know the minds of our target market better so that we can provider better games and faster fixes.
Sounds really innovative! The game reminds me Ultima Online…
Somewhat, though it is a single player game. In MW1 you had to fight off an invading army from taking over your castle along with learning the ways of magic though in doing so you get stricken by a terrible ‘dissease’ since the magical elixer that you use (mana) is by nature poisioned.
MW2 continues with this story, having morning lead her army across the continent to strike back at the invading Ashidian Army; and her search for a cure for her poisioning which is slowly driving her insane. It will likely be done in episodic format, and 3 episodes are currently slated.
Can we say that videogames are a form of Art?
Personally I consider videogames as a major form of Art but I don’t believe that people yet see games as an Art form, at least not the vast majority. They are still mainly an entertainment source however indie developers are definitely causing a movement of games as an Art form.
Flash games in particular have helped further this, allowing many traditional artists with limited programming skills to make simple games, which are avaliable to a wide audience.
As for my company everything we do is first a source of artistic inspiration and second a business endevor. We feel that without the artistic and creative backbone, what we develop isn’t likely to be enjoyable.
How technology fits with creative skills?
We limit ourselves to fairly proven technology, choosing not to push the technological envelope very much; but instead create a platform for creative expression; by creating a limited and finite set of functionality on existing technology it forces us to be creative, rather than to rely on technology to turn heads.
The newest HDR rendering may be very pretty, but beyond that it says nothing about the depth of a particular game, so in short, we use technology as a pedistal from which to express our creativity.
Posted in Games, People, Technology | No Comments »
January 11th, 2008
Heidi Yost wrote this exclusive article. Heidi (photo) is a talented actress. In this article, she explains Film Industry situation in the southeast, talks about her experience as artist and gives also important hints for the new actors.
Growing Independent Film Industry in the Southeast
When I returned home to Louisville, Kentucky from my three year-long stint in Los Angeles as a professional actress I expected more. I anticipated that my recent win as a Marilyn Monroe Look-Alike by Premiere Magazine and my appearances on Beverly Hills 90210 and Matlock would have every talent and casting agent in Louisville falling over themselves to represent and utilize my homegrown talents and experience. It didn’t happen. I felt like Yukon Cornelius after I swung my mining pick into the ground and brought it to my mouth to taste for traces of the delicious silver and gold acting opportunities at home and “Nuthin’. Hello, I won the Marilyn Monroe look-alike contest!
Fifteen years later, to my delight everything is coming up roses in the Southeast independent film industry. Is it because I am no longer a platinum blonde ingénue and now a sultry redhead? Is it due to widely available and affordable video and film equipment? Has the increase of Los Angeles film location shooting in Kentucky infused the film community here: ELIZABETHTOWN, SEABISCUIT, THE INSIDER, STRIPES, etc, etc? The 48 Hour Film Festival, among others may have tempted some independent film makers who otherwise would not have stepped behind a camera with simple, short formats and alluring prizes. How wonderful to have developed an extensive filmography in my own hometown due to the indy boom.
Louisville has had a thriving arts community for the entirety of my life. The city has claimed a local ballet, orchestra and professional theater company: Actors Theater of Louisville (that had everyone I auditioned for in Los Angeles inquiring). The River City also boasts a cultural center, the Kentucky Center for the Arts that is used for a myriad of artistic and mind expanding events—from K.D. Lang concerts to poetry readings by Maya Angelou.
The semi-professional theaters in Louisville are also noteworthy and prolific. I cut my teeth at the KY Contemporary Theater before I got my B.A. and moved west. Pandora Productions produced a compelling version of SOUTHERN BAPTIST SISSIES. Since, then Susan Linville, Founder and actress at the Necessary Theater has offered amazing productions with compelling new scripts as does Looking for Lillith. The recent one-woman show WOMEN SPEAK IRAQ developed and performed by Shannon Woolsey was performed with such virtuosity and passion for the widest range of opinions and postures I could imagine.
My training, my stage and life experiences experience have given me the depth that I claim and utilize now as a film actress. Oftentimes, people will ask me which medium is my favorite. They both have their draws. In the live theater experience, the actress has the opportunity to get immediate feedback from the audience, has a substantial amount of time to build emotional crescendos and has the obligation and luxury to live in the moment and keep going whatever the immediate reality (not fun when scenery or a co-actor is falling on your head).
Film offers the luxury of another take, if the first one or fifteen takes aren’t the cat’s meow, you can do another. Film tends to pay better. (However, anyone who acts for the pay is a little misguided). You can capture the moment forever on film (This can be most upsetting for some who aren’t involved in savory productions). Most films have a larger audience than the theater does.
Advice for the film actress: study. If you wish to be an actress, learn from the best in your community who teach. Do not study under an opera diva and expect that you will be taught the subtleties of a fine camera performance. Do not study at modeling agencies who are primarily interested in increasing their bank accounts. Study under those who have the experience you are seeking. Universities are an excellent place to learn and perform as an actress.
If you are younger than college-age and wish to act, go see as many plays and films as you can. If you enjoy someone in a stage performance, find out his/her name and if you may have a few minutes of their time to see how they gained their polish. Community theater is a great place to start. Hopefully you will get a sane director and be able to squeeze into the cast despite the member of the board of director’s narcissistic casting. If you think that Hollywood is political—spend a summer in a community theater!
Surround yourself with positive people. If you consider someone incredibly talented as an actor or director, but he/she is constantly negative, overbearing or abusive—go elsewhere. Life is too short and no matter how badly you want to act—it’s not worth it.
The directors that have had the distinct pleasure of working with are great collaborators. Chris Courson from Lightspeed Productions first cast me as a lead in his film called EMMA’S CODE for Louisville’s 48 Hour Film Festival. Immediately after that in July 2007 he wrote the most amazing short called CIRCUS NUTS and cast me again as a lead. We were so pleased with the results we will be shooting a feature-length on this premise this summer.
Chase Dudley is a young director who was open to my suggestions when he needed other quality actors for the independent feature film LAST SEEN ALIVE (knowing people always helps good actors who are easy to work with get cast). Tracy Dudley his wife wrote an amazing screenplay with a strong female lead, Detective Malone. Tracy was very open to working together to make the script and character as believable and formidable as possible. The process and final product was such that we are planning on working together on a sequel in 2008. LAST SEEN ALIVE will be available at www.amazon.com in late January 2008.
Posted in Arts, Business, People | No Comments »
November 7th, 2007
We interview Adrian Grigore, president of Lobstersoft, an independent casual games developer from Fulda, Germany. Their company consists of 2 people, although they have outsourced some parts of the development to freelance graphics and music artists when creating Gemsweeper. Gemsweeper is their latest title, a PC puzzle game.
MM: Adrian, what can you tell me about the actual situation of independent videogame developers?
AG: Life as an independent game developer has always been a lot of fun. It requires a lot of dedication, but it is hugely rewarding to watch other people happily play your game once it is finished.Being your own boss also has its advantages. I love having the freedom to work whenever I want, as long as I want and wherever I want. I’m not sure if I could take my laptop and work outside in the garden on a beautiful summer day in a “regular” company.
Business-wise things have changed a quite bit during the last 4 years.
Casual games have become a huge trend and lots of larger companies have entered the market. There is a lot more competition and both budgets and production values have increased dramatically, making it much harder for small developers to keep up.
For example, a VC funded games company outsourcing development to Eastern Europe can afford to produce 10 titles even if most of them don’t recoup the production budgets. As long as just one title reaches AAA status, this can still be a profitable business strategy. Most indie game developers cannot afford to do this.
There are still great opportunities on the casual games market for indie developers if you have a good innovative idea. It is not easy to succeed though and opportunities are not quite as good as they used to be a few years ago.
Can we talk about the relationship between the big distributors and the independent developers like a “collision”?
The rise of huge game portals such as RealArcade or Bigfish Games during the last few years also caused a drop in (games-related) traffic to the traditional shareware sites. Indie game developers have therefore become dependent on the portals.Teaming up with a publisher / distributor can be a good way for indie developers to get more publicity on the portals. This is also what we have done for our latest title Gemsweeper.
How did you have the idea to found Lobstersoft?
I started creating my first game called “Five+” just to practice C++ programming while I was studying at university. The game was free at first, people only had to send me an e-mail if they wanted to have an unlock code for the full version.After just a few days I got so many e-mails that I had to think of a way to automate registration key submission. I was also surprised to see that a magazine wanted to include the game on their cover mount CD. Then I found one of the first shareware payment processors and decided to convert to Five+ a shareware game.
Your next projects?
We are working on a sequel to Gemsweeper and on a subscription-based web site. The website is not gaming-related, but I never saw myself solely as a game developer, even if computer games have always been one of my favorite pastimes.
Posted in Business, Culture, Games | 1 Comment »
October 23rd, 2007
Famous videogame developer Vince Desi writes for our Weblog! He will write a series of articles, and this is the Part One of an article about being successful in Independent VideoGame Developer Art!
Part 1. The 3 Essential Elements:
I started Running With Scissors in 1996. Desire, Focus, Commitment. I like things to be simple, so I will concentrate on what I believe are the most important Elements to be successful. While you may think these 3 Elements are general factors and would apply to any endeavor, your right. How you apply them is what determines how successful you will be.
Desire is the soul of life. It makes you who you are. It’s what drives you to get up in the morning, to work late into the night, and to do it all over again and again, as long as necessary. Desire is blind to failure. Desire is based in the question “What do you want?” Do you want to be a Video Game Developer? Do you have the skills it takes to make games? Are you creative? Inventive? Can you write, draw, program, build and lead a team, manage the ups and downs? How bad do you want it? Desire will deliver you to success if its true to who you are.
Focus is the roadmap for success. What type of game are you making? Is it a puzzle game, or a shooter, or a sportsgame, etc. What platform are you designing it for? Console or Computer? Handheld or Mobile? Is it a single player or multiplayer, is it time based or mission based? Who is the audience, male and female? How old? What languages? What cultural impact is there? Will there be a sequel or mods? The more you Focus in advance the more reliable your roadmap will be, and the faster you will become successful.
Commitment is what determines your priorities. Are you single? Or Married? Do you have kids? How much time are you willing to devote? Do you want a nice car now or later? Do you want to go on vacation this year or later? Do you want to go with your friends this weekend or work late? I didn’t say it would be easy or all fun, but if this is what you really want, then it will be fun, and easy and most important it will be natural to be committed to your project, and the project will come to you, just like success will follow.
I’m not here to waste your time, or mine, so unless you can honestly ask yourself and answer Do you have the Desire? Can you focus? Are you willing to make and keep the commitment? If you truly believe your answer to all these is YES, then congratulations you are have taken the 1st step in becoming an independent video game developer.
Part 2. Game Concept to Design
Part 3. Build your Development Team
Part 4. Create a Business Plan: Marketing, Publishing, and Distribution
Part 5. How to live after your game is a Hit!
Bio:
I have been a creative person my entire life, from painting clam shells from Coney Island beach in Brooklyn to everyday parenting of my kids. When I was ten years old I met someone who could draw a lot better than me, so I started writing songs. When I was sixteen I met someone who could write better songs than me, so I started painting, then I wrote poetry, then short stories, and philosophy, all along I was living life, not looking for who I am, but living who I am.At 28 I started in the video game industry as a Producer for the original ATARI. In 1982 my first big title was SPY vs. SPY for the C64. From then to 1996, I worked on over 50 titltes, including Alter Ego (1st game made in male and female versions), Ghostbusters (1st game to use software speech) and Tom & Jerry, for companies including Activision, EA, Disney, Hanna Barbera, Jim Henson and Sesame Street.
In 1996 I created Running With Scissors for the sole purpose of developing POSTAL. Now, in 2007, we are celebrating our 10th Anniversary with a feature film POSTAL-The Movie, a POSTAL mobile game by Russian publisher Ministry of Fun, a POSTAL BABES mobile game by Russian publisher HeroCraft and we are co-developing and publishing POSTAL III with Russia’s premier game publisher Akella.
Posted in Arts, Business, Games, People | No Comments »
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