Photo: Matthew Mahon
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POP ART: Rooster Teeth’s Gus Sorola, Matt Hullum, and
Mike Burns [from left] have turned
do-it-yourself filmmaking into a business.
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Who makes machinima? High school kids getting together
in basement rec rooms, adults blowing off steam on
weekends, and a few scrappy start-ups like Rooster
Teeth. Nobody knows exactly how many machinimators are
out there, but as a group, they are incredibly prolific,
churning out hundreds of thousands of animated films
over the last decade. In recent years, machinima has
blossomed into a tech-centric international subculture.
With little more than a video game, a computer, and some
imagination, anybody can create machinima.
For most machinimators, it's more a labor of love than
a moneymaking venture. But as video-game animation
technology aims for Pixar-like quality, machinima is now
finding a broader audience. Episodes of the popular TV
series South
Park and CSI: New York
have featured machinima scenes. This May, the cable
channel Cinemax premiered a machinima shot entirely in
Second
Life, reportedly paying the director, Douglas
Gayeton, $200 000 for the broadcast rights. This fall,
the grandiosely named Academy of Machinima Arts &
Sciences, a group that nurtures the new genre and its
practitioners, will host its biggest-ever film festival.
Of all the start-ups making a commercial go of
machinima, Rooster Teeth seems to be the most highly
regarded and may be the only one that generates
consistent profits. It all started about six years ago,
when Burns and a few buddies started making an
improbably funny series based on Halo called Red vs. Blue, or
RvB, as
it's known to fans.
In the show, two teams of hapless soldiers stuck in a
kind of wartime purgatory consider their existential
place in the universe as they battle each other and the
occasional alien. From the first episode in April 2003,
the program proved an instant cult hit, and it ran for
five seasons. Hundreds of thousands of fans worldwide
eagerly awaited the uploading of each new 6‑minute
episode to the company's Web site.
At the end of May, fans rushed to the site once again,
as Rooster Teeth debuted a follow-up series, Red vs. Blue:
Reconstruction. “We wanted the next phase of
RvB to
have more of a 'movie' feel to it,” says Rooster Teeth
cofounder Matt Hullum. And so it does: the editing and
pacing are crisper, the scenes and sound effects are
more sophisticated, and the action and dramatic tension
get kicked up a notch. But the trademark absurdist
banter that made the original series a huge hit is still there.
Rooster Teeth is privately held and won't release
financial details, but Burns says it now makes enough
from DVD sales of Red
vs. Blue and other productions, as well
as commercial work for video-game companies, to support
a full-time team of six. Their work has appeared on
network and cable TV and at New York City's Lincoln
Center, and the company's community site now boasts 650
000 registered members and about 750 000 video downloads
each week. Rooster Teeth was even commissioned in 2004
to create a short introductory video for a speech that
Bill Gates gave to Microsoft employees.
“They are the pioneers,” says Paul Marino, himself an
accomplished machinima producer and now the executive
director of the Academy of Machinima Arts &
Sciences. “They not only made this a pastime, they made
it a business.”
In the Rooster Teeth
studio on this January afternoon, two guys
move their Halo soldiers around
on screen as a voice actor in a nearby sound booth reads
from a script. Today's project is a short instructional
video on how to play Grifball, a multiplayer game that
Burns invented to run inside Halo 3. Think
rugby, except with gravity hammers and energy swords.
Burns, who wrote the script, also directs the take.
“Give me some more hoo-hahs at the end of the last
line,” he tells the voice actor after one take.
Halo's
software and development tools don't allow for an
enormous range of expressiveness. The soldiers' faces
are entirely covered by face masks, so each player
indicates that his character is talking by bobbing its
head up and down roughly in time with the dialogue.
“It's like puppeteering,” explains Hullum.