Jump to content
FORUMS
Sign in to follow this  
Starym

Naxxramas Trailer Creator Interview

Recommended Posts

3FOcpdh.jpg

 

We've recently seen the amazing Naxxramas trailer from Hurricane and were so impressed we thought we just had to talk to the man. It's a bit of a long interview, but you're not gonna want to miss it as he not only shares his thoughts and opinions, but also some production stills and before/after pics from in-game and the trailers. He's been at it for quite a while and his latest took him over 6 months to make, but it really shows, so let's take another look at his current masterpiece and then we can get into the interview itself.


Let's get started with basics - who are you and what is your background in video making?

My name is Radim Zeifart. I'm 24 years old and I live in Prague. I'm a motion designer in the advertisement business by trade, which means I create animated characters and make them talk about the great taste of this brand new orange juice or anything else in the world. Despite how it sounds, it's actually a really fun line of work.
 

A lot of the responses to your videos are basically "Blizzard, hire this man!" and you yourself have talked about Blizzard actually approaching you in the past. Is there anything else you can tell us about your situation with Blizzard?

Unfortunately not. That's why I'm happy I can still make my own trailers, which don't belong under any kind of supervision, and are mine own and mine alone.
 

So, just to be clear, you're not currently working at or with Blizzard?

No.
 

What made you get started with this old-school trailer making business?

I was just a kid when retail vanilla was played, but even then I was able to get a glimpse of what was going on. As the years passed I felt the original WoW, or even TBC, was THE content I wanted to be a part of. I managed to make that happen through private servers. Even though it wasn't 100% as it was back then I felt what many before me did.

Kx1rFzE.jpg   Ua1Z04w.jpg


A lot of your earlier videos were done for private servers but you stopped doing that, was the initial reason for doing these oldschool trailers from that or something else? And why did you stop making them for private servers?

Being young and not really well known made me think that private servers were a good platform to make my vision happen - they published my work on their sites and in return I received exposure and publicity. After I learned that the amount of retail fans is so many times bigger I decided to target my work at them as well. Furthermore, Blizzard Entertainment approached me so that was another reason to leave the private server scene and make content for everyone to enjoy.


The Naxxramas trailer really blew a lot of people away, and despite how great your previous work (especially the T5 video) was, this most recent video was far above it. How do you push yourself to put more and more into the videos to get them better and better?

Despite the scale of the project it's quite simple - me and my very good friend Nuke are people of hard logic (maybe because we've been taught a lot about machines and programming languages). It's only logical that there should be some measurable progress when it comes to my videos. Reason number two is just... I love this content.

ql4wOuV.jpg
This poster was supposed to announce the Naxx trailer,
but in the end he went with a teaser video instead.

What exactly is your process for making these? You obviously use in-game assets, but you then add in your own animations?

The one word you need to know is "datamining". I extract every single 3D model/texture and body rig animation from the game. Once that's done I assemble these pieces into a complete scene which is then heavily color graded and tweaked to look cinematic.
 

A lot of people have mentioned that you still use the older game-models in your videos, is that a stylistic choice or a mechanical one?

The old, original content consists of these (currently old) models. They may not be as visually appealing as the new ones, but... I feel I should use them anyway. Another reason (as you mentioned) is a mechanical one - using old models works just fine when it comes to body rigs/bone structure and the export process overall.

0Xv1y7W.jpg


One of the big things with these trailers is that they evoke a lot of memories for players of those eras and they hold a lot of emotion. How do you go about doing that?

I never experienced that, at least not when it was on retail servers. Most of my feelings originate from stories, pictures and videos one can find on the internet. I'd like to thank to french movie maker Jack, who's Ahn'Qiraj movie (which I've seen like 100 times) helped me understand the values on which I built my work on.


What was the very first video you made (as in with editing music etc) and do you think it still holds up today? Was it the DarkRuby one or was there something before it?

You nailed it. Don't know how you got that right, but this was the first project I strongly believed in and gave it all I had (at the time).


All of the voice lines from your trailers are from actual game characters themselves, how far back do you go to get them and how log and involved of a process is it? Do you just listen to thousands upon thousands of lines and then have the "right" one basically pick you or do you write something in advance and then look for the perfect fit?

I've had an extensive library of all WoW sounds and voice lines in the form of .ogg or .wav files for many years now (that's datamining all over again). Let's say you're working on a Tempest Keep trailer - you won't look into... I don't know...  Ragnaros voice lines. You can ignore ALMOST EVERY BOSS and go straight for the folders named "Al'ar" or "Void Reaver". And there you go. That's when you start to put all these quotes together in all sorts of ways and voila - you have your voice-over track.


Also, crucial question: is this you in the video?

Uhm. Yes. The first day (or one of the very first ones) I learned how to key out the background from the WoW Model Viewer footage.


How long does it usually take you for one of these videos, including the concepting stage and then the actual video work?

My limit was about a month or two. I managed to respect that until the Naxxramas Trailer. It wasn't possible to make something like that so quickly so I adjusted my daily life accordingly and stretched the process to six months. Plus I had to raise the bar once again so... take that T5 trailer!
 

Which video was the first where you really thought "Ok this is good, I can do this really well"?

Had to think about that for a moment, since I really wanna give you the right answer. This trailer was created because I just learned how to use After Effects (advanced post-production software). The program is insanely good when it comes to visual effects and that was the exact moment when I said to myself "okay let's do this". The trailer itself is stupid, colorful and over the top, but hey... that's After Effects in the hand of the beginner.


At this point I'm just going to geek-out and go through my favorite moments from the trailers themselves, feel free to comment on any behind the scenes details for them.

Starting with the Naxx trailer, there are so many little details like the animals fleeing, the actual massive size of the floating citadel compared to the heroes and more.

I believe in... how should I put this... Peripheral vision (I guess it's not exactly that but I'm gonna try to explain it). When you're looking at the video your eyes are locked in a certain place. That happens in every single shot. It's important to have a lot of detail in that particular place BUT it's also important to have something going on on the rest of the screen. That's when our little details come into play.
As for the size of the Naxxramas - the inside of the raid is HUGE. I'm talking the size of a couple of football fields. That's why I made it look much bigger than we're used to.


And then my favorite shot of the entire video - the heroes getting ported to the citadel above, shrouded in darkness as the villagers look on.

This shot was intended to make an impact on the viewers. The music in the background helped me to establish the feeling for this scene. It took a bit longer to create it since I had to put together this random village that's not even in the game. I'm really happy it made such an impact since it's difficult to nail a feeling/emotion just right. You never know if you made it until it's out there.

XxFX7ui.jpg


Then there's the the one that will ring true for all raiders ever - "No one goes home until our job here is done" with the ghosts at the graveyard.

I found this voice line during the first days of production (that's January 2017). It made the final cut four months after that. I've waited four months till that specific moment of the trailer set foot into the production process so I could use it. The wait was worth it. That part is funny and represents the countless amount of wipes which is a "feature" that's well associated with this raid instance.

drNKm76.jpg


And from the BC video, the warp-in effect for Tempest Keep and then at the very end, the explosion in BT, which we actually never get to see in the game itself. Amazing stuff.

Warp-in of TK: In my eyes it's this super-modern ship (sorry, I'm not familiar with the lore) so it it felt appropriate to make it do something cool. And for the BT explosion, there is this breach in the outer wall of the Black Temple's facade. I figured I can build upon that fact. Back then there was this idea to make some crazy gnome rig tons of explosives to make it blow up but I had to finish the trailer very quickly so... no gnomes, just this that simple shot.


You're still working on these trailers, with your next project being Black Temple, what motivates you to continue, since it takes you so long to get these done?

I'm severely demotivated because the Naxx trailer was a bit too much even for me, but I'm extremely overmotivated (if that's an expression) because of the WoW community. Their support and appreciation for the Naxx trailer showed me that the effort is worth it.


Do you have a dream project? Something that's perhaps a little too big for you to handle right now but that you'd just love to do?

Believe it or not - I'm actually doing that right now. With steady job in the field of motion design I can spend my spare time working on machinima videos while being able to cover all my expenses. I'm living the life I wanted since I was a kid and I'm not planning to waste such an opportunity.

But if I had to pick one thing I'd really like to do it's a series of videos (up to 1 minute) which would showcase what each class represents.... For example a Warrior's showcase would demonstrate some of his abilities, gear and the mighty weapons he uses - all of that using very advanced 3D machinima, to make it look epic.

FOR THE HORDE!

 

A big thanks to Hurricane for the interview. You should also check out more of his videos on his youtube channel and we have a few production process before and after sliding images you should check out here from the Naxx video:

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      We have another triple entry in the hotfix ledger, as Radiant Echoes gets more improvements in retail, while Season of Discovery and Cata Classic get additional class changes.
       August 7  (Source)
      Player-characters
      Steady Flight should no longer be removed after entering an Arena. Quests
      We tuned up the Prototype Shredder MK-03 so that “Eye for an Eye” can be completed. Radiant Echoes Event
      Increased Flightstone and upgrade Crest drop rates in the event. Reduced the HP scaling on all event bosses so that they should be killable in a more-reasonable timeframe. Developers’ notes: This includes both ‘minibosses’ (e.g. Hogger, Thorim) and final bosses (e.g. Remembered Onyxia, Ragnaros). Season of Discovery
      Hunter Heart of the Lion once again has a 100 yard range. Warrior The Focused Rage rune will now correctly reduce the cost of Meathook by 3. Cataclysm Classic
      Fixed an issue where Faerie Fire did not deal intended amounts of threat when used on NPCs targeting another unit.
    • By Stan
      Due to a bug introduced with the War Within pre-patch, some players are receiving item level 250 gear from the weekly cache.
      We've seen numerous reports on Reddit and the official forums that the Last Hurrah weekly quest on live servers drop low-level gear for some players. Apparently, the bug was first introduced with the War Within pre-patch two weeks ago and still hasn't been fixed.
      Here's an example of a low item level drop from the Cache of Awakened Treasures by Omnifox.

    • By Starym
      Week 2 brings quite a few changes, as Hunters in particular rise up, while Shadow has a really bad time. The top 3 remains the same and very consistent, so let's jump in and see what's going on.
      Warcraft Logs Points
      The below logs are based on POINTS, and not actual damage or healing, meaning they log the timed completion for the specs, with higher keys getting more points, obviously. The time in which the dungeon is completed is also a factor, but a much, much smaller one, as it grants very few points if you do it significantly faster than just any in-time completion. We're also using the Normalized Aggregate Scores numbers, for clarity, meaning the top spec is marked as 100 and then the rest are ranked in relation to that peak point.
      All Keys
      95th percentile DPS
      The top 3 remains quite stable with the Evoker-Paladin-Warrior trio reigning supreme. We see the first change of the week right after that though, as Frost DK continues its upward march in dungeons as well as in raids, taking 4th from Elemental. Both DKs are on the rise, as Unholy also moves a spot up, taking advantage of Shadow's precipitous 5-spot fall to the bottom of the top 10. Arms remains stable as two Hunters burst in, Beast Mastery taking 8th and Marksmanship 9th, as Frost Mage disappears down towards the bottom. Speaking of the bottom, Devastation gets some new roommates there, as Outlaw and Destruction fall and give Enhancement and Feral a break.

      Mythic+ All Keys 95th Percentile Data by Warcraft Logs.
      All Percentiles
      As with the top percentiles, the top 3 remains solid, but 4th is immediately changed, thanks to Shadow's massive drop in performance this week. The Priest loses even more ground here, falling 9 spots into 13th, opening 4th up for Arms. Beast Mastery moves even higher here, grabbing 5th and moving in front of Elemental and Frost DK, as Marksmanship brings up the rear and completes the Hunter sandwich in 8th. Affliction breaks into the top 10, just ahead of Unholy which dropped to the final spot.

      Mythic+ All Keys All Percentile Data by Warcraft Logs.
      Raw DPS U.GG DPS Rankings
      U.gg's rankings are based on actual DPS taken from Warcraft Logs data, focusing on the top players and span the past two weeks.
      Frost DK finds itself on top in the raw DPS rankings, as Augmentation isn't calculated properly here. Fury and Arms grab the next two spots, moving ahead of Ret, and the Fyr'alath wins continue in 5th, where Unholy finished the legendary axe streak. Even Survival joins the Hunter good times in 8th, where all three specs gather, just ahead of Balance who closes out the top 10.
      Mythic+ All Keystone DPS rankings by u.gg.
       
       
      For even more in-depth data for each individual key head on over to Warcraft Logs. And if you're interested in more info on the specs themselves you can always check out our class guides (updated for the pre-patch), as well as our Mythic+ guides and Mythic+ tier list.
    • By Stan
      For the next two weeks, the Archaeology quest for Spirit of Eche'ro is available on live servers, so don't forget to get the rare mount before it's gone for 6 months!
      How to Get the Spirit of Eche'ro Mount
      1. Download MapCoords or some other add-os that displays coordinates in the game.
      2. Teleport to Azsuna from the Stormwind/Orgrimmar Portal Room or use your Dalaran Hearthstone to reach Dalaran (Legion) if you have one in your inventory.
      3. Seek out Archaeology Trainer Dariness the Learned in Dalaran at 41,26 and learn Archaeology if you already haven't.
      4. Accept The Right Path quest from the Archaeology Trainer and make your way to Thunder Totem in Highmountain.
      5. Talk to Lessah Moonwater to accept Laying to Rest. For the quest, you must collect 600 Bone Fragments of Eche'ro by rotating between four digsites in Highmountain. The exact locations with coords are outlined below.
      Digsite 1: Darkfeather Valley (50, 44) Digsite 2: Dragon's Falls (58, 72) Digsite 3: Path of Huin (44, 72) Digsite 4: Whitewater Wash (39, 65) it takes roughly around 2 hours to get the mount.
      Spirit of Eche'ro
      "The spirit of Huln Highmountain's pet moose."

      Hurry up! You only have until August 21, 2024, to get the mount!
    • By Stan
      MoP Remix characters that will transfer over to retail will receive a gear boost!
      With Patch 11.0.2 now live on Public Test Realms, you can copy over MoP Remix characters from retail! It appears all MoP Remix characters will receive a character boost so you can dive straight into action when the War Within expansion launches.

      We can't unfortunately log in to the game with the MoP Remix char on the PTR so we can't confirm the Item Level of gear for max level characters. However, keep in mind that the gear boost will scale with your level, so if you're below max cap, you will receive gear appropriate to your current level.
      When Can We Expect MoP Remix Characters to Transfer to Retail?
      MoP Remix ends on August 19, so we assume the characters will need to be transferred to retail by August 22 when Early Access begins.
×
×
  • Create New...