Friday, 8 January 2010

But soft! What light through yonder window breaks?

Height is important. More precisely, differences in height. You can use height to create drama, contrast, emotion, interest, beauty, menace - a clever director can do almost anything with a good, varied set. Up until now, Moviestorm didn't handle height very well. Characters could only really move around on a single level plain, which meant it was very hard to get shots like this:

Woo-hoo! There's no cheating in that shot. It's just plain ol' Moviestorm. That tower really is as tall as it seems to be.

We're using some brand new development code, which Mark has been quietly working on for the past few months, allowing characters to walk on surfaces at different heights. The tower is Amos's work (and, incidentally, his first official art asset for us).

Just in case you don't believe that it really works, here's a clip from the movie Alex is working on at the moment. He's asked me to stress that this is a really, really rough first draft, but it is all rendered directly from Moviestorm in one single scene.

Coming soon. As always: When It's Ready.


Will Shetterly said...


Jorge said...

Okay, THIS TIME the weewee in me pants are all your fault.

KV said...

Ok, are you gonna pay the bill for the urine stain in my pants? This has got wet yourself all over it, bring it on! :P

Unknown said...



Unknown said...

I like what I see.

Having a difference in height is great.

Espically allow characters to walk on surfaces at different heights is great.

This will add variety to Moviestorm and the movies made with it.

Can't wait for this to be released.

Johnny N said...


Nuff said.

EclecticBlogger said...