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The New Force at Lucasfilm 183

conq writes "BusinessWeek has an interview with the heads of George Lucas' gaming and movie divisions, and discusses with them how they are getting closer and closer to integration. From the article: 'Pre-visualization, which is a big thing that George has been pushing lately. It's a tool that directors would use to quickly mock up the ideas of a story and see what's going to work. It's really like building up a preview of a movie in a video game world. Instead of using static story boards, you can really just get in and create 3D content and camera moves directly. It's the best example of the kind of collaboration we've got going on.'"
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The New Force at Lucasfilm

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  • Comment removed (Score:2, Interesting)

    by account_deleted ( 4530225 ) on Monday March 27, 2006 @11:30PM (#15008336)
    Comment removed based on user account deletion
  • by radiotyler ( 819474 ) <tyler@@@dappergeek...com> on Monday March 27, 2006 @11:48PM (#15008410) Homepage
    The series on Total War [totalwar.com] on the History Channel, where they use game engines to recreate epic battles. This seems to be a similar idea, except they're turning the mock ups into actual development scenes (before shooting them, redigitizing, and adding super special effects.) and not really using the engine for any sort of finished project.

    I hope ideas like that start becoming more commonplace. I like the idea of using 3-D digital storyboarding in realtime, it sounds pretty awesome. It'll be exciting to see if this turns into more of a production tool that ends up getting used in movie and not just in the development process.
  • by CrazyJim1 ( 809850 ) on Monday March 27, 2006 @11:59PM (#15008450) Journal
    I heard somewhere that Lucas doesn't like directing actors because the actors may not act in the way he wants them to, and he prefers CG because the actors do exactly what you want them to do.
  • by Nasarius ( 593729 ) on Tuesday March 28, 2006 @12:33AM (#15008573)
    According to this [imsdb.com], both lines are in the film.

    OBI-WAN: (continuing) . . . You were the Chosen One! It was said that you would, destroy the Sith, not join them. It was you who would bring balance to the Force, not leave it in Darkness.

    OBI-WAN picks up Anakin's light saber and begins to walk away. He stops and looks back.

    ANAKIN: I hate you!

    OBI-WAN: You were my brother, Anakin. I loved you.

    Of course, the very worst dialogue was between Anakin and Padme. Episode II was so painful.

  • by beldraen ( 94534 ) <chad.montplaisir@ g m a i l . c om> on Tuesday March 28, 2006 @12:53AM (#15008630)
    The first thought about this is: What happened to imagination?

    The tools we use (like language) influence us in our choices and views. While greater tools can allow greater accomplishments, their purpose is should be to allow a complex process to be addressed simply, not to allow a simple process to be more complex.

    In computers, one of the best ways to get a real understanding of computer programming is to debug a program without a debugger. At most, using a couple of print statements to allow some additional helpful information. The advantage to a lack of information is that it requires A) truly understanding how the mechanism works which leads to B) attempting to keep the code human-readable.

    In places where a debugger is available, I have seen too often that the tool is use to simply find the problem and move on. After all, if I know that the loop is crashing, break the loop before the end of the run and see why it went too far. This is great for catching simple errors, and I do not knock the debugger for helping me realize that I accidentally incremented the wrong variable. What I do like is that people raised on debuggers generally cannot see anything other than simple operations. It will not explain why mutex is not being freed or many systemic problems; however, because he or she was never forced to think through his or her problems, the symptom of the problem (not the problem itself) is coded around at the location where the problem shows up in the debugger.

    I cannot help but think that while this tool will be used to model some nice things, but I think a lot producers fail to realize that most people will happily take some good acting, a reasonable plot line, and intriguing dialog over wiz-bang camera zooms. Thank God for Battlestar Galactic.

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