Writing by Temujin Felix MacAvity.
Visual and sound design by Amakuni Caliburn MacAvity.
Costuming by Edgar Scott Smitherum.
Cinematography and direction by Cassiel C. MacAvity. Hachiro Octavian Petard, Producer.
are due out a little bit after we dig through some long overdue documentation and don't run into too many or any computerized and scheduling variations on Murphy's Law.
Who's On First was done with Unreal Tournament 2004, but is the best example we've seen on what can be done with a particular add in that synchs movement to sound---Watch the lips of the two characters as they're talking . . .
The Box
actually has a story that takes the software and expands out, albeit the story origin comes from the Unreal Tournament game . . . .
The Collective MacAvity's particular interest is telling many of a variety of stories and playing with imagery, and doing so with the greatest of elegance: As elsewhere, elegance in making movies is doing so to make each movie as the ultimate movie in the best, fastest, and least expensive manner and then quickly move on to the next project. Thus, particularly, the choice of computer animated filmmaking. The choice of platform is The Unreal Engine, with a 3D modeling program such as Maya for custom characters and sets. These choices permit work on projects that would be increasingly and pointlessly complex if tried with standard video, costumes, permits, makeup, rehearsals, large scale CGI, weather, insurance, Etc., Etc..
Of one project idea, we've cheerfully volunteered to make a feature film apiece for each play by William Shakespeare. Another playwright of interest is Chikamatsu Monzaemon, as well as a number of more contemporary authors. And there are a number of original projects we are contemplating as well.
Of all of these, while we appreciate the wit of Nero Wolfe and the skill of The Destroyer, we do currently lack the gold mines available to Doc Savage, or any advantages found in a time turner.
While we do have some tools, some references, and some time, with the ideal tools, references, and greater time, we expect to complete rather much more, much sooner.
What we particularly plan to get and use, when we can arrange such is;
---Unreal Engine access, and probably licensing.
---Advancing editions of Maya, and tutorial information as needed.
---Details and resources for sound engineering.
---The most elegant achievements in other assorted areas as we find out what each such need turns out to be.
We thank our supporters very much for any assistance rendered.