Showing posts with label big buck bunny. Show all posts
Showing posts with label big buck bunny. Show all posts

28 October 2010

The Limits of Openness?

I've been a long-time fan of the 3D modelling program Blender. No surprise, then, that I've also been delighted to see the Blender Foundation moving into content production to show what the software can do.

Specifically, it has produced a game (Yo! Frankie) and three animated films: Elephants Dream; Big Buck Bunny; and most recently, Sintel. Aside from their aesthetic value, what's interesting about these films is that the content is released under a cc licence.

Here's a fascinating interview with Ton Roosendaal, head of the Blender Institute, leader of Blender development, and producer of Sintel. It's well-worth reading, but there was one section that really caught my eye:

we keep most of our content closed until release. I’m a firm believer in establishing protective creative processes. In contrast to developers — who can function well individually online — an artist really needs daily and in-person feedback and stimulation.

We’ve done this now four times (three films and one game) and it’s amazing how teams grow in due time. But during this process they’re very vulnerable too. If you followed the blog you may have seen that we had quite harsh criticism on posting our progress work. If you’re in the middle of a process, you see the improvements. Online you only see the failures.

The cool thing is that a lot of tests and progress can be followed now perfectly and it suddenly makes more sense I think. Another complex factor for opening up a creative process is that people are also quite inexperienced when they join a project. You want to give them a learning curve and not hear all the time from our audience that it sucks. Not that it was that bad! But one bad criticism can ruin a day.

Those are reasonable, if not killer, arguments. But his last point is pretty inarguable:

One last thing on the “open svn” point: in theory it could work, if we would open up everything 100% from scratch. That then will give an audience a better picture of progress and growth. We did that for our game project and it was suited quite well for it. For film… most of our audience wants to get surprised more, not know the script, the dialogs, the twists. Film is more ‘art’ than games, in that respect.

That's fair: there's no real element of suspense for code, or even games, as he points out. So this suggest for certain projects like these free content films, openness may be something that needs limiting in this way, purely for the end-users' benefit.

Follow me @glynmoody on Twitter or identi.ca.

30 May 2008

Blender's Big Buck Bunny

Is out:

As a follow-up to the successful project Orange’s “Elephants Dream”, the Blender Foundation initiated another open movie project. Again a small team (7) of the best 3D artists and developers in the Blender community have been invited to come together to work in Amsterdam from October 2007 until April 2008 on completing a short 3D animation movie. The team members will get a great studio facility and housing in Amsterdam, all travel costs reimbursed, and a fee sufficient to cover all expenses during the period.

The creative concept of “Peach” was completely different as for “Orange”. This time it is “funny and furry”!

The Blender Foundation and Blender community have been the main financiers for Peach. As for the previous open movie, a pre-sale campaign to purchase the DVD set in advance will be organized.

Additional support from sponsors and subsidy funds has been realized as well.

Peach also was the first Open Project hosted by the new Blender Institute in Amsterdam. This will make the project more independent, without much involvement of production partners, and also will ensure continuity.