• S6 E220 Starfield: Farseer (Apr 2026)
    Apr 2 2026

    Can Starfield become the next great machinima platform? In this episode of the Completely Machinima Podcast, the team breaks down a fascinating Starfield mod trailer that mixes machinima, virtual production, gameplay cinematics, sci-fi mystery, and mod storytelling.

    Damien Valentine brings in “Farseer,” a Starfield mod trailer that feels bigger than a simple showcase — part trailer, part cinematic, part environmental story. Phil Rice, Tracy Harwood, and Ricky Grove unpack what works, what doesn’t, and why Starfield’s modding ecosystem could be a huge opportunity for the future of machinima filmmaking.

    The discussion covers Starfield mods, cinematic camera tools, game storytelling, sci-fi horror vibes, Bethesda worldbuilding, and whether Starfield has the ingredients to inspire a new wave of narrative-driven machinima. The panel also compares Starfield to Fallout, Half-Life, Mass Effect, No Man’s Sky, Elite Dangerous, and more.

    If you're into machinima, Starfield, game mods, virtual production, cinematic gameplay, or storytelling in games, this episode is for you.


    Chapters -
    00:00 Intro
    01:00 Damien introduces the Starfield pick
    01:36 Why this mod trailer stands out
    05:01 Phil starts playing Starfield
    07:35 Why Starfield is perfect for mods and machinima
    09:41 Gameplay footage and cinematic potential
    11:02 The trailer’s biggest storytelling weakness
    13:58 Why story stakes matter
    15:53 Fallout, Half-Life, and narrative motivation
    18:10 Starfield’s worldbuilding vs. its story
    20:41 Trailer, film, or something in between?
    24:05 Tracy on sci-fi atmosphere and cosmic horror
    28:50 Why the battle section feels disconnected
    31:59 Environmental storytelling as the main character
    34:10 What Starfield’s machinima tools can do
    36:17 Why camera control is the missing piece
    40:32 Damien’s own Starfield roleplay experience
    41:17 Phil on the game’s better side quests
    44:53 Final thoughts on Starfield’s machinima future


    Keywords-
    Starfield machinima, Starfield mod, Starfield mods, machinima podcast, virtual production, Bethesda, sci-fi storytelling, gameplay cinematics, mod trailer, game cinematography, Starfield trailer, machinima filmmaking, environmental storytelling, game narrative, cinematic gaming


    Hashtags -
    #Starfield #Machinima #GameMods #VirtualProduction #Bethesda #SciFi #Gameplay #Cinematics #NarrativeDesign #Podcast

    Credits -
    Co-hosts: Phil Rice, Ricky Grove, Damien Valentine, Tracy Harwood
    Producer/Editor: Phil Rice
    Music: Phil Rice & Suno AI

    Show more Show less
    46 mins
  • S6 E219 Demoscene: ix by Moppi Productions (Mar 2026)
    Mar 26 2026

    What happens when real-time graphics stop trying to impress technically and start feeling like cinema? In this episode of And Now For Something Completely Machinima, Phil Rice, Ricky Grove, Tracy Harwood and Damien Valentine explore “Nine” (IX) by Moppi Productions - a landmark 2003 demoscene work that bridges machinima, digital art and real-time filmmaking.

    ⏱ Chapters -
    0:00 Intro
    1:01 Welcome & episode overview
    2:01 What is the demoscene? (Nine introduction)
    8:16 Why Nine is so significant
    13:15 How it broke demoscene conventions
    17:27 Visual style, pacing & minimalist design
    22:30 Art vs technical performance debate
    26:03 Demoscene vs machinima
    28:49 Story, themes & viewer reactions
    33:16 Running the original demo (executable experience)
    35:00 Real-time vs rendered controversy
    40:05 Origins of the demoscene
    43:33 Experimental machinima comparisons
    47:20 How Nine was created (technical insights)
    52:05 Music, storytelling & standout moments
    57:19 Final thoughts

    In this episode -

    • Why Nine is a landmark demoscene production
    • The difference between machinima and demos
    • The tension between technical mastery and artistic expression
    • Real-time graphics as digital filmmaking
    • Why this 2003 work still feels modern

    #Machinima #Demoscene #RealtimeAnimation #VirtualProduction #DigitalArt #ExperimentalFilm #AnimationPodcast #RealtimeGraphics #DigitalFilmmaking

    Credits -
    Co-hosts: Phil Rice, Ricky Grove, Damien Valentine, Tracy Harwood
    Producer/Editor: Phil Rice
    Music: Phil Rice & Suno AI

    Show more Show less
    59 mins
  • S6 E218 Dune Awakened with FFXIV (Mar 2026)
    Mar 19 2026

    What happens when a Twitch streamer can’t talk about a game because of an NDA… so they recreate the experience inside another MMO instead?


    In this episode of Now For Something Completely Machinima, Phil Rice, Tracy Harwood, and Damien Valentine unpack a bizarre, brilliant, and surprisingly cinematic machinima created in Final Fantasy XIV that channels the mood of Dune, social media culture, and fan-driven storytelling.


    From desert sandworms to a surprise Harkonnen rap battle, this piece blends machinima, AI-assisted music, fan cinema, and musical narrative into something that feels less like gameplay and more like a cinematic essay.


    🔍 What we explore in this episode:

    • How machinima is evolving through virtual production & MMO worlds
    • The creative workaround of NDA restrictions through in-game storytelling
    • AI tools in content creation (music, editing, lip sync & workflow)
    • Social media satire: rap battles vs Instagram warfare
    • Fan cinema vs traditional gameplay videos
    • Mood-driven storytelling & algorithm-era audience engagement
    • Why this style feels fresh — and maybe a little alien — to longtime creators

    Is this the future of machinima… or the algorithm shaping a new visual language?

    02:01 Damien’s pick explained: NDA workaround & MMO recreation
    03:30 Final Fantasy XIV standing in for Dune Awakening
    05:02 First impressions & unusual storytelling style
    06:45 Confusion, reactions & the surprise rap moment
    07:23 Tracy’s analysis: creator background & AI-assisted music
    09:00 A cinematic essay vs traditional gaming content
    10:30 Mood, music & musical narrative structure
    12:05 Editing rhythm & fan cinema aesthetics
    13:37 Is this a new style shaped by the algorithm?
    14:48 Lip sync, AI tools & production techniques
    16:58 Audience reaction: “I don’t understand… but I’m laughing”
    17:48 Discoverability, hashtags & YouTube algorithm behavior
    18:55 Release timing & Dune Awakening context
    19:18 Dream request: a Harkonnen rap anthem
    20:00 Final thoughts & audience feedback invitation

    Credits -
    Co-hosts: Phil Rice, Damien Valentine, Tracy Harwood
    Producer/Editor: Phil Rice
    Music: Phil Rice & Suno AI

    Show more Show less
    21 mins
  • S6 E217 Substitute | Ersatz (Mar 2206)
    Mar 12 2026

    In Episode 217 of And Now for Something Completely Machinima, we explore “Ersatz” a haunting new solo animated film by Saint Greaver created in Blender’s Eevee engine. Set within a surreal World War I–inspired landscape, the film blends virtual production techniques with painterly concept art aesthetics to create a disturbing, dreamlike vision of war, identity, and memory.


    The discussion unpacks the film’s themes of replaceability, dehumanization, and institutional machinery, where bodies are interchangeable and suffering becomes routine. Drawing on cultural memory, surrealist art traditions, and early industrial warfare imagery, the episode examines how the film communicates trauma and systemic violence without explicit politics or historical specificity.


    Phil Rice, Tracy Harwood, and Damien Valentine also highlight the production craft behind the film — from its stylized rendering and stop-motion-like animation feel to its exceptional voice performances and unsettling sound design. The hosts reflect on the emotional weight of the work, its historical echoes, and why its bleak, surreal horror feels both timeless and urgently relevant.


    A challenging but powerful viewing experience, Ersatz stands out as an important piece of animated storytelling that pushes machinima and virtual filmmaking into deeply thought-provoking territory.

    01:15 What Ersatz is and who made it
    03:00 Visual style: Blender Eevee & concept-art look
    05:00 Story setup & WWI-inspired world
    07:30 Surreal horror atmosphere & symbolism
    10:00 Themes: replaceability, identity & dehumanization
    14:00 Artistic influences & cultural memory of war
    18:30 Animation craft & handcrafted aesthetic
    21:45 Voice acting & sound design
    24:30 Emotional impact & why it’s unsettling
    27:45 Endless war & the soldier’s perspective
    30:30 Why it’s difficult — and important — to watch
    33:30 Historical echoes & WWI parallels
    39:00 Interpretation: systems, humanity & meaning
    41:15 Final thoughts & significance

    Credits -
    Co-hosts: Phil Rice, Tracy Harwood, Damien Valentine
    Producer/Editor: Phil Rice
    Music: Phil Rice & Suno AI

    Show more Show less
    44 mins
  • S6 E216 Machinima News Omnibus (Mar 2026)
    Mar 5 2026

    In this episode of Completely Machinima, Damien Valentine, Tracy Harwood, and Phil Rice unpack the biggest talking points at the intersection of machinima, AI, and creator rights.


    We start with a quick birthday nod to id Software’s 35th anniversary—a foundational influence on game culture and the machinima scene—before diving into the headline debate: the Disney + OpenAI partnership. Tracy breaks down why Disney choosing licensing over litigation is a major signal for how entertainment giants may handle AI training and generation going forward—raising questions around copyright, compensation, and control. The team explores the ripple effects for fan creators: what stays “safe-ish,” what gets riskier when monetization enters the picture, and why platform policy enforcement (YouTube, TikTok, Steam Workshop) may tighten even before the law catches up.


    From there, the conversation shifts to practical creator tech: new tools for posing and animation reference, the evolving state of video mocap (including clever ways to capture motion from existing footage), and the emerging frontier of text-to-motion generation. Finally, Phil highlights a standout release for creators: Hytale, a Minecraft-style sandbox game with built-in machinima tools (scriptable cameras, keyframe animation, and more) that could open up huge possibilities for in-engine filmmaking. Damien also points to Surviving Mars as another surprisingly useful source of cinematic footage thanks to its photo mode and camera controls.


    The episode closes with two community spotlights: a playlist celebrating machinima creator Frank Fox, and a recommendation for the latest Biggs Trek chapter in the Forbidden Planet series.

    01:43 id Software 35th anniversary (Doom/Quake legacy)
    02:47 Disney x OpenAI partnership — what’s actually significant
    04:10 Copyright, fair use, and why licensing changes the game
    06:40 What this could mean for machinima + fan creators
    09:10 Platform enforcement & creator program “box” concerns
    12:49 Safer inspiration vs risky “Disney-like” framing
    14:03 Damien’s take: Disney+ fan AI videos & controlled distribution
    16:10 Why Disney might pull the plug (fans outperforming “official”)
    19:23 Phil: “productizing” AI output + deal fragility
    21:39 Is this basically a legal settlement?
    24:41 Detection tech: audio is advanced, video is harder (for now)
    28:34 AI backlash trend & audience revulsion
    30:20 Case study: “Clair Obscur: Expedition 33” AI controversy
    32:12 Star Trek Voyager game: fans reject AI voices
    33:05 Aronofsky AI series + public reaction
    36:54 Phil’s line: AI as satire, not “real” storytelling
    38:05 Portrait Studio Pro (HAELE 3D) — posing + FBX export potential
    40:38 Line of Action (drawing reference resource)
    41:27 Motion capture options: suits vs video mocap
    43:34 Freedom’s tutorial: mocap motion from a video game clip
    46:19 Damien’s real-world test: video mocap limits & workarounds
    48:59 Text-to-motion is here: Cartwheel “Swing” (watchlist)
    52:10 Hytale early access — built-in machinima tools (huge)
    58:24 Surviving Mars as a cinematics tool (photo mode + recording)
    1:01:21 Frank Fox tribute playlist + Forbidden Planet Ep. 2 shout-out

    Credits -
    Co-hosts: Phil Rice, Damien Valentine, Tracy Harwood, Ricky Grove
    Producer: Damien Valentine
    Editor: Phil Rice
    Music: Phil Rice and Suno AI

    Show more Show less
    1 hr and 4 mins
  • S6 E215 So, the Self-Aware Robot is Made (Feb 2026)
    Feb 26 2026

    In this episode of And Now for Something Completely Machinima, the team dives deep into the chilling Blender short I Made a Self-Aware Robot by the enigmatic creator Lights Are Off.


    Tracy brings the film to the table, praising its haunting realism, uncanny robot design, and smart use of found-footage aesthetics. What begins as a seemingly grounded “scientist vlog” quickly spirals into a modern Frankenstein story—raising powerful questions about consciousness, ethics, and the dangers of unchecked technological ambition.


    Damien highlights how the home-built lab setting makes the horror feel disturbingly close to reality, while Phil marvels at the stunning Blender craftsmanship—from hyper-realistic lighting to meticulous set dressing and believable mechanical detail. The group also unpacks the film’s clever use of cameras, surveillance, and direct eye contact to unsettle the viewer.


    While everyone agrees the short is visually brilliant and deeply atmospheric, Ricky and Phil note that the story follows familiar sci-fi tropes—leaving them wishing for a bigger twist. Still, with millions of views and a sequel already out, it’s clear this series has struck a nerve with audiences.


    Packed with insights on machinima, virtual filmmaking, sound design, horror storytelling, and the ethics of AI and robotics, this episode is a must-watch for creators, filmmakers, and sci-fi fans alike.

    Timestamps -

    01:36 — Tracy introduces I Made a Self-Aware Robot

    03:00 — Plot & Elba explained

    06:00 — Frankenstein & ethical themes

    09:30 — Sound, camera, and realism

    11:43 — Damien on the creepy home lab

    14:30 — Creepiest moments (CCTV & eye contact)

    16:37 — Phil’s take: story vs. craft

    21:00 — Blender breakdown (lighting & detail)

    27:21 — Ricky’s reactions & critiques

    33:40 — Fourth-wall camera moments

    35:06 — Real 1970s robot “The Sensor”

    35:14 — Wrap-up & links


    Credits -
    Co-hosts: Ricky Grove, Phil Rice, Tracy Harwood, Damien Valentine
    Producer: Ricky Grove
    Editor: Phil Rice
    Music: Phil Rice and Suno AI

    Show more Show less
    36 mins
  • S6 E214 Ancient Paths - Ozymandias (Feb 2026)
    Feb 19 2026

    In this episode of Now for Something Completely Machinima, the team revisits Ozymandias (1999) — one of the earliest and most controversial works of machinima, created by Hugh Hancock and Strange Company using the experimental LithTech Film Producer toolkit.

    What begins as a straightforward critique quickly turns into a deeper debate:


    👉 Is Ozymandias a “bad film”… or a groundbreaking prototype that helped shape virtual filmmaking?

    Ricky challenges the film’s pacing, visuals, and sound, arguing that by today’s standards it feels unfinished and awkward. But Tracy and Phil place the work in its historical context — revealing it as a crucial pivot point where machinima shifted from gameplay recording to intentional, cinematic storytelling inside game engines.


    The panel explores:

    • How Ozymandias tested the first true machinima production tools
    • Why moving sand and free-camera shots were revolutionary at the time
    • How this experiment foreshadowed today’s virtual production (Unreal, Source Filmmaker, The Mandalorian, etc.)
    • Why the film mattered more as a technical and artistic manifesto than as a polished short film
    • Hugh Hancock’s legacy, ambition, and influence on the machinima movement

    Along the way, the hosts reminisce about the wild early days of machinima — executable films, hacked tools, screen-recording cameras, and the struggle to share video before YouTube even existed.

    Whether you’re a machinima veteran or a newcomer, this episode is a fascinating look at how a rough, experimental short helped open the door to modern virtual filmmaking.

    🎬 Watch, debate, and decide for yourself: brilliant milestone… or broken relic?

    Time stamps -
    01:00 Ricky introduces today’s pick: Ozymandias
    02:10 Why the film mattered to early machinima
    03:00 Ricky’s harsh rewatch critique
    05:56 Damien: likely a LithTech test film
    07:57 Ricky pushes back on “test video” idea
    09:11 The infamous (hilarious) Archive.org comment
    10:19 Tracy reframes Ozymandias as a historic pivot point
    15:00 Early virtual filmmaking & camera tools explained
    20:07 Pre-YouTube reality and why Film Producer failed commercially
    24:36 Phil’s memories of Machinima.com’s homepage
    26:30 Phil corrects the record: Strange Company built Film Producer
    31:00 Why the “moving sand” was revolutionary in 1999
    36:42 Original release was a standalone executable (not video)
    38:09 Early capture glitches and screen-recording methods
    41:05 Ricky: films “live in time” + call for context on Archive.org
    43:03 How long did this take to make?
    44:35 Festival nomination (Best Technical Achievement, 2003)
    46:10 Tool credits — “Alpha 0.5”
    47:00 Skyrim machinima tools & Unreal “Outside the Blocks”
    48:20 Show wrap-up + listener email invite

    Credits -
    Co-hosts: Ricky Grove, Phil Rice, Damien Valentine, Tracy Harwood
    Producer: Ricky Grove
    Editor: Phil Rice
    Music: Phil Rice and Suno AI

    Show more Show less
    50 mins
  • S6 E213 Can Starfield Become a Machinima Platform? One Mod Might Prove It: Defying Fire (Feb 2026)
    Feb 12 2026

    Starfield is one of the most cinematic games Bethesda’s ever shipped… so why haven’t we seen much machinima from it? Today we’re looking at a mod that might finally crack that open: a fully built settlement with lore, characters, quests, and surprisingly strong voice acting, presented with a “lore trailer” that feels like a slice-of-life tour through a corporate-controlled mining town. We’ll break down what it gets right, what it’s missing as machinima, and why projects like this might be the new bridge between fandom and professional virtual production.


    Starfield has been sitting there looking cinematic… and creators have mostly not used it for machinima. In this ep, we dig into a standout exception by @team fire: an ambitious settlement + narrative mod (Arinya / Yeltsin Corp vibe) that ships with voice acting, lore, quests, factions, and “paid mod” ambitions - plus what that could mean for machinima, virtual production workflows, and the future of creator-made expansions.

    We dive into one of the most ambitious Starfield mod creations we’ve seen: a new settlement with lore, characters, quests, factions, and fully voiced performances.

    Why this works:

    · It’s a real Starfield creation with serious craft (environment dressing, lore framing, VO credits).

    · It tees up a bigger convo: “mods as mini-studios,” machinima as a portfolio path (again), and whether Starfield can become a true machinima platform.

    · It has stakes: paid creations, bugs/beta realities, Bethesda updates potentially reshaping the ecosystem.

    Timestamps -

    01:05 Damien’s pick: the Starfield settlement mod + why it caught our eye
    03:10 What the trailer shows: Arinya, prefab-built scale, and “lived-in” set dressing
    05:25 Lore + story hooks: corporation control, unrest, factions, player choice
    07:45 Machinima critique: why it works as a “lore trailer” (and what’s missing)
    10:05 Camera language: sweeping establishes vs character/coverage (tools or style?)
    12:35 Voice acting & credits: why human performance changes the feel
    15:10 Ambition vs reality: beta bugs, updates, and building a team
    18:05 Paid mod potential: bridge between free mods and official-style expansions
    21:10 Mods as career pipeline: machinima exodus parallels + mod-to-studio pathways
    24:05 Starfield updates/DLC: risk of breaking mods vs reviving interest
    26:35 What this could mean for Starfield as a machinima platform
    28:40 Viewer question: have you played it / what Starfield machinima should we cover?

    Credits –

    Hosts: Ricky Grove, Phil Rice, Damien Valentine, Tracy Harwood

    Producer/Editor: Phil Rice

    Music: Phil Rice and Suno AI

    Show more Show less
    50 mins