Name: legless
Notable Work(s): Pizda, Deliberate Murder 2012
Tell us a little bit about yourself, your background, interests, etc.?
Are you self-taught or have you taken formal classes on editing?
What software do you use?
When starting a project, what is your approach like? Do you have a specific workflow?
About your workflow, how do you sync the music with the frags? Do you start with certain parts of the music and work around that or do you just begin at the start and go from there?
What has inspired you in your work? Are there specific movies or moviemakers that changed the way you approach your own work?
Which of your own projects are you most proud of? Which do you think were most instrumental in your development as a moviemaker?
There is a range of game movies in terms of editing styles and structure. Some you could call some "old school" (minimal editing) and then there are very elaborate projects with significant amounts of editing. Where do you think your movies fall? In your opinion, is there an ideal balance between editing and content?
What do you think the future holds for game movies? Are there new styles/techniques possible?
What advice do you have for new moviemakers?
Any last comments/shoutouts?
Notable Work(s): Pizda, Deliberate Murder 2012
Tell us a little bit about yourself, your background, interests, etc.?
Well I'm 23, playing QL since ~2010 (how long it's been...), and stopped playing ~2015-16. I started moviemaking after topic on Russian Quake Live forum, and made some (I want to believe, lol) nice movies.
Are you self-taught or have you taken formal classes on editing?
Self-taught.
What software do you use?
Pretty standard: Sony Vegas, Adobe AE, ffmpeg, and quite a bit 3dmax. And ofc Wolfcam.
When starting a project, what is your approach like? Do you have a specific workflow?
Pick frags -> Choose music -> Edit till it will look good -> wait some days -> watch & edit again -> repeat. Something like this.
About your workflow, how do you sync the music with the frags? Do you start with certain parts of the music and work around that or do you just begin at the start and go from there?
Depends. At the very beginning I just render some video from wolfcam (like 5-10 frags), put it in Vegas and move around. Then I could see, if these frags fits to track, or maybe I should move them (or change track). Then I sync these videos, render new ones, sync them too - to fill track timeline. And then I just make some fillers (like 3rd person cameras, map fly-throught, you know) - and fill the gaps. Movie for team 102 I've edited in parts - music -> frags, new track -> other frags.
I do not calculate beats or something, I just doing this by ear (probably thats why I'm sometimes been told i'm out of sync :D)
What has inspired you in your work? Are there specific movies or moviemakers that changed the way you approach your own work?
My 3 favorite movies - Dahang 2010, 3ulu4 and Lost Control. I can't say they /changed/ my way, but 100% they inspired me. And there are also ctf4 jones, an old QL montage that is DEFINITELY changed my way in quake playing.
Which of your own projects are you most proud of? Which do you think were most instrumental in your development as a moviemaker?
Pizda (Russian for 'cunt'). I made it for 2 days after I found dubstep remix of Russian pop-singer Filipp Kirkorov. And Deliberate Murder 2012. I spent like 2-3 month of making and re-making, searching for music and stuff. Still love to rewatch it. Probably, I wont make anything better.
There is a range of game movies in terms of editing styles and structure. Some you could call some "old school" (minimal editing) and then there are very elaborate projects with significant amounts of editing. Where do you think your movies fall? In your opinion, is there an ideal balance between editing and content?
Personally I dont like neither over-edited movies with low quality frags, nor minimalistic frag-montage with top frags. Probably the best example of what you can say balance - is Moopoint by wnnt. Or maybe even w3sp strafes. There are minimalistic (but still deep!) editing and very, very cool and unusual frags. But anyway there are no 'ideal' balance, question is what you - as a maker - want to achieve.
What do you think the future holds for game movies? Are there new styles/techniques possible?
Fragmovie - its just a compilation of frags and music, there's not really too much art and techniques. I doubt, that there will be something completely new in genre - you simply can't come up with something new having so limited options to create.
What advice do you have for new moviemakers?
Try, make, and dont listen to anyone - thats pretty common advice for anyone in 'creativity'. Ye, and play more ctf.
Any last comments/shoutouts?
Big thanks and much love to the ql/ql community - it took my best years but gave me so many pleasant moments.