In the Beginning
Machines like the original Fairlight Computer Musical Instrument
allowed individuals to be one man music production centers. Crafting sounds
and making music with them. And I was involved with that near the start.
My own personnel involvement with DTP came from business related investigations
into Multimedia and CD-ROM. I attended the San Jose CD-ROM conferences
from the beginning and was investigating what you could do with it, and
how to bring it to a wider audience, in the same way as people bought electronic
music production systems, even as a hobby.
A lot of the early CD-ROM talks were on how you could get cheap typists
in South East Asia to shovel text onto the disks. Note how you don't
see many of those shovelware CD-ROMs around today. Issues of copyright
and original content ownership came to the fore at these conferences too.
The Multimedia stuff I saw at the time was good enough for games and
over
the top presentations, but not for replacing traditional media
or methods at the time.
The Prosumer
My early personnel focus was on how this technology could be applied,
with the quality limitations it had, by an individual. Early research on
the Prosumer (Consumer/Producer) with low end equipment. The market for
high end systems is always too small.
I set out to try and do small Science Fiction & Fantasy
with moving images and sound with these new multimedia tools. Starting
with drawn animation, but soon found it far too time consuming, and moved
to models and puppets. Early experiments used a PC tool called GRASP, and
a Mac tool called Director and supporting paint applications. These
applications could produce limited animation, text, interaction and play sounds, but
the real work was in producing the content they manipulate, in the type
of media I was interested in.
First steps in the early 1990s
At the time, a floppy disk or two were the available distribution media
for the small projects I envisaged, and that ended up meaning I was to
use 1 bit dithered pictures and only a few 8 bit audio files.

For capturing these images I used a slow video frame grabber. The result
was something like a minimally animated slide show, with text captions.
It was a lot of work for less than spectacular results, but it was encouraging
and a good left brain, right brain mix. Around the time a
few CD-ROM products such as Sinkha came out, and our aim was something
equivalent.
Owning the properties, and not just working on others material on a
time and materials basis was also becoming a key point in the field.
Time went by.... as we worked on this and other things....
Desktop Production around 1995
With the passing years, better machines and tools allowed the production
of small full color, synched sound quicktime movies that could be distributed
on the internet. Adobe's Premier became the production tool, along with
wave editors, animation tools and MIDI sound modules. Think MicroLogic,
Elastic Reality, Photoshop, SoundEdit and Animation Master. A 4 channel
mixer, Roland SC-55, D-110, PZM microphone and a guitar for sound generation.
Like for this 60 second theme stratos.mp3 (620kbyte).

It was still a lot of work, and the improving quality in image and sound
required a greater refinement in the models, stop frame puppets, story, effects and
soundtrack.
There is a lot of art produced and creative effort expended in the production
of even small shorts. This art is of the same quality as required in general
product development or a Hollywood production. Be it sculpting, model making,
illustration or Industrial Design.
Downloading of small movies, shorts, proved to be too time consuming
and the result, though interesting(?), didn't seem worth the wait.
Like for this 14 second Quicktime teaser helios-160-120.mov (180x120 pixels 733 Kbytes).
Here is the teaser helios-208-106.wmv (208x106 pixels 455 Kbytes) in media player format.
A very short, small sample clip. Think Team America trailer without
the attitude, but just as many explosions.
The first four frames of the movie are actually presentation like slides you are to read, then hit the next frame button. After the intro frames, your then told to press play. The MOV is the original Japanese, the wmv is a later trial in English.
Just using off the shelf applications and products wasn't the main interest though.
Developing content libraries and allowing reuse of material
was a key interest. Content management and version control
were also high on the list of things to bring under control. Attempted to build a new type of production pipline......
How To
I wrote a dozen or so magazine articles for Australian and UK
magazines on how I was doing this Science Fiction Fantasy Design
& Implementation,
and those How To articles were quite
popular.

Lead to a TV segment too. They also pay for themselves in one
way or another, unlike the shorts themselves.

What we learnt from this is that the market for How To material,
is easier to become a part of, than the market for the productions
themselves. Is getting into an Opinion Leader position the same
for other fields? Probably, as the saying goes, "those that can not do
it, teach it".
However, producing How To material was not my original
goal..... but if I put the articles together as a book or three, then had
supplementary instructional DVDs.... sorry, just joking.....
The How To Sculpt and How To Cast in Resin articles are still some of the most popular articles in these web pages. I haven't put up the How to do Stop Frame Puppet Animation in Adobe Premier and other similar articles, as no one has ever asked me about them.
Desktop Production 10 years later
Music albums made with DTP is the standard way to do contemporary productions.
Pro Tools, Cubasis or Logic and a few plug-ins does it all. The distribution
of music is currently changing with legitimate online MP3 stores and broadband.
But has getting into these stores changed if your an up and coming Act?
Note that getting signed to a label hasn't changed, and that just doing
it yourself doesn't work without promotion.
We can produce DVDs and edit
video, and so can anyone else. Short Film Festivals are popular. It
isn't
a difficult, expensive technical problem anymore. Ignoring the
difficulty of actually writing a great Screenplay and other issues for
the moment... But the problem of making and distributing
worthwhile content and getting rewarded for it remains.
There is lots of talk in the media about new media opportunities, and
business opportunities with the convergence of broadband internet, cable
TV, Wireless and all that, but will that change anything? Could WidespreadBroadbandTV
become a solution? Will people really watch TV on their iPod? Would it still be a solution for content for children?
A director was rejected three times trying to get work at Disney, but
went onto greatness at Pixar. If there is just so much rubbish on TV, yet
something that is great can get canceled, who can trust any traditional
media filter imposed in WidespreadBroadbandTV? If the mass
market doesn't care, why would this new media be any different from
the old one? They will only hire those with experience in the field,
right? Those that already know the right people, right? If the people
in the industry actually knew what good content was, there would be more
of it, right? If it was such a good idea, someone else would already
be doing it, right?
The tools of Desktop Production and the computers to run them are now
readily available, but I still haven't seen what I was working towards.
I would say the movies made with real-time 3D game engines show promise,
but I haven't seen the short or distribution system that proves it....
WebComics are currently experimenting with Internet distribution and
micro payment schemes, but I am not aware of how successful they are.
PodCasting, making an audio only program for downloading, is an interesting
distribution system that is only feasable through the Internet. Chris Anderson
at WIRED magazine wrote about The Long Tail for distribution,
where just about anything can find an audience with the internet, but one
big enough to cover expenses?
But, there are parallels with Desktop Publishing. It was thought by
some that it would open up publishing, but ended up just reducing costs
in traditional publishing houses. Blogs seem to have become what Desktop
Publishing was going to do for individual expression, but using the Creator
Pays model. And isn't that just Vanity Publishing? Is it enough
for this technology to allow everyone to just get their 15 minutes of fame?
If the content is worthwhile (just humor me here), actually great, what stops it from being
pirated and copied for free and spread around on Peer 2 Peer networks?
Some DRM would seem to be part of the solution, but in this age of Global
Warming, it seems equivalent to saying that Nuclear Power is what we need
instead of the safe coal powered plants we have. Would you prefer
to die from Global Warming effects or a Nuclear accident? Neither,
thank you very much.
New Business Model Required
I came to the conclusion, for the time being anyway, that unless working
on a paying production in the traditional model, developing small
shorts isn't worth while without also developing a new business
model. This is something Paul Allen should be very interested in.
So we work away till the breakthrough comes...........until then....
update: jan 21 2006
Google just introduced Google Video. How about that for a video distribution model?
update: sept 7 2006
YouTube is getting lots of publicity. It is the "Funniest Home Videos" of the internet, but that isn't what I'm talking about here, and isn't the solution I'm after.
update: July 20 2008
Or is Veoh the real future of internet TV?
A Storyboard
Something that doesn't take forever is a rough animatic, and that starts
with a story idea....

In the image here, the 7 panels of storyboard are to the left (done
in downward columns from the left), while image sketches of characters,
the device and a cool spacecraft are on the right, as is reference dabs
of the marker's colors. In this case it all fits on one A4 sheet of paper,
but some of the image sketches were done on other paper then pasted in
here.
An Animatic
The thumbnail storyboard sketches were scanned at 150 dpi on a flat bed
scanner, then imported into Adobe Premier and background music, sound
effects and dialogue added....
Here is a tiny 16:9 widescreen, animatic movie file
animatic.mov (140x80 pixel 401Kbytes).
Here is animatic.wmv ( 170 Kbytes) in a low res media player format.
Note that the images in the movie are the size they were drawn
at. A bunch of very rough sketches is now a small movie, that could
go on with further refinement.
The journey of discovery depicted can be interpreted in various ways.....
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