Dr. Of Machinima

A blog By Dr. Nemesis following the progress of Binary Picture Show's work, as well as other Machinima.

Add one more to Bioware

July15
Yes, earlier today, I received a phone call confirming that.

I’ve had a lucky time with my Machinima recently. About 7 months ago I was sure that if I couldn’t make a reasonable living from Machinima this year I would stop pursuing the possibility.
Not that the situation was looking that grim. Thanks to BEAST I actually managed to become a freelance Machinima artist, and have managed to stay fed on that so far.

However around 2 months ago, paid work took a back seat while I focused on making a cinematic showreel, and then learning the Unreal Tournament 3 engine. The reason for this is, in case you haven’t worked it out by now, I had applied for a job at Bioware. One evening at a Machiniplex premiere in Second Life, Michelle had asked me how I’d feel about a job as a cinematic designer. I thought that even taking the time out to try such a thing could be costly if it didn’t pay off. I don’t think myself much of a risk taker, but I had already gambled 2.5 years of my life for the chance that I’d get a job in Machinima somehow, and I had achieved that at least to some degree. All I needed to do here was stop taking contracts long enough to give this the best whack I possibly could.

At the Beginning of July Lady Mainframe and I got on a plane to Edmonton, Canada. I felt like I had been asked to join the Justice League, or The Avengers, and the Bioware Edmonton office made for a pretty damn cool super hero headquarters. I got to meet a few Machinima community well-knowns like Ken Thain, Paul Marino, who I had met once before, MuNansen, and of course Michelle who I kept in touch with most of the time. If I thought I wanted the job before, by the end of my time at the office I was pretty sure I’d be willing to work there for free!

Anyway the Lady and I had a great time, and we got back to the UK early last week.
And that’s why I’ve been so quiet. I haven’t had much time to work on Digital Memory (although I have made some progress on it, which I might blog about later) and as much as this has all been on the tip of my tongue, I made sure to only tell close friends. But it was all a success, and while being a freelancer has had it’s moments I’m definitely glad to be joining a team and kicking some ass on the outer reaches of Machinima.

Will I still have time for personal Machinima? Honestly it’s impossible to say. I haven’t released any personal Machinima since I started freelancing, I doubt it’s about to get easier. Whatever happens I do at least hope to remain an active member of the community. Not that I’m that active anyway, but to continue to observe and blog much as I do now. A small part of me does worry that Digital Memory and especially Bouncers, will never be completed now, but we’ll see.

Right now I’m still jazzed about the fact that I’ll be working on Mass Effect 2.

posted under Machinima | 15 Comments »