Tag Archive for 'lit fuse'

Steam hijackers 2

Woah, it’s been a while since I posted anything at all. First off, these people HAVE to try harder, least the last guy did that cool third person speaking but this guy couldn’t even spell..

Secondly, it’s been a while since anything from us right? Here’s the low down of what’s up including myself in third person.
Michael - Busy/lazy, been working all the time and in his spare time he’d like to make video but instead he plays TF2 or gets drunk.
Rob and Zach - Both have background projects but really they’re hugely busy with work, Mass Effect 2 is out this year remember and they’ll be working their asses off no doubt.
Brian and Lars - They’ve been doing things for their blarsa.com website, it’s really cool actually, I enjoy listening to the music.
Filipe and Ben - .. I actually don’t know… I think Ben’s doing college stuff still and Filipe is working, maybe they can update us in the comments.
James - Though he’s not an official core lit fuse member, he’s a friend and he managed to secure a job at Bioware also, so good luck to him for that!

I might continue updating the blog even if I have nothing of machinima interest if you guys would prefer that to total deadness. If not, I can be caught at Facebook.com/michaelkc or twitter.com/michae1kc. Oh and I’ve got the unreal editor open right now, so it could take about 3 years for me to get something out, stay tuned!

Best Lit Fuse photo from New York

Old film photo of Lit Fuse

Old film photo of Lit Fuse

Gears of War Editor

Zach and I have been working together through the Unreal editors, finding out knowledge about somethings and then teaching each other when we need to know. The thing with the GoW editor is that for some reason, you have a lurking feeling that the simplest thing you do is going to set it off and crash. BUT we found that the GoW editor has a lot more assets provided than UT3’s, much more, it’s mainly because Gears is a strong Single player game where there’s a lot for us Machinima creators to use other than a Multiplayer game. I also got to say it’s a very complex editor to use, it’s taken me since late April/early May to get to where I am now with Unreal and I’ve only really started to scratch the surface of what we could do with the engine.

As time goes on, practice makes perfect, so here’s an image of something I’ve been practicing doing. Animations, check. Lip sync, check. Depth of field, check. Attach weaponry, check. Soon to come are emitters.

Not a spoiler to my vid