August 02, 2006

Game Movie #4

In my last post, I mentioned that the field of developing a "movie to game" adaptation is always evolving, as is every other media field. So, I have decided to continue the tips that I had originally started. Every time I think of a new technique, strategy, or idea, I'll create a new post explaining the details. The same will occur when I feel an amendment to one of my previous tips seems necessary. Feel free to provide any of your ideas as well.

This time, after reading over my preceding post, I feel that I should explain more about the artwork of both the film and the game.

When making a "game to movie" adaptation, the game's artwork needs to be seriously considered so that the feel of the movie and the game are as synchronized as much as possible in terms of looks. For instance, if I were to make the Halo film, I'd obviously want the movie to look incredibly realistic. But, if I were to make the Animal Crossing movie, the game's art direction is completely different. Thus, a different approach is necessary.

Yet, sometimes the most obvious approach is not always the right one. Let's use the Animal Crossing example like above. Japanese filmmakers are currently working on the straight-to-DVD film as we speak. This movie is going to fit in the vein of several other cutesy anime films. Anime seems like a very obvious choice; both versions of the AC story are cutesy and wacky and blah blah blah, yet, I don't think that anime should be the style the filmmakers are contemporarily using.

Claymation is the best approach. Silky, smooth claymation.

Have you ever played an Animal Crossing game? The games practically look like claymation films from a gameplay perspective. To me, this method could work very well.

Well, maybe the filmmakers don't have a large enough budget for this style of animation (hint: it's coming straight to DVD). Then...maybe the film shouldn't be made in the first place.

Related Posts:
How to Make a Good Game to Movie Adaptation

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