Dance, Voldo, Dance

Last updated
Dance, Voldo, Dance
Dance-voldo-dance.png
Game(s) Soulcalibur
Running time6 minutes
Created by Chris Brandt
Directed by Chris Brandt
Music by Nelly (original), Tana Rusitanonta (final)
Actor controlChris Brandt, "Msr. M"
Production company Bain Street Productions
Release(s)October 2002 –

Dance, Voldo, Dance is a machinima-based music video produced in 2002 by Chris Brandt. The video, created using the fighting game Soulcalibur , features two players both controlling the character Voldo, using existing in-game animation to have the characters perform a synchronized dance to the song "Hot in Herre" by musician Nelly. The result of over a week's full-time preparation and training, the video was conceived after Brandt noticed the character's animations and attacks could be triggered in sync with the beat of a song, and the reactions of onlookers to such a display. While several groups demonstrated interest in showcasing the video, complications arose from the copyright holders whose works were involved in creation.

Contents

The video has been well received, cited as one of the first examples of machinima-based music videos, and has since spawned several fan-based imitations with Voldo dancing to various songs. Several sources such as The Village Voice have praised the video for its choreography and presentation, while several books and college professors have cited it as a notable example of machinima animation in lectures on the subject. It was also nominated at the 2005 Machinima Film Festival awards for Best Virtual Performance, and served as part of an exhibit for the San Jose Museum of Art.

Conception and creation

In February 2002, Chris Brandt and Jesse Reklaw played Soulcalibur during a party hosted by Landry Walker. Both Brandt and Reklaw were using the Voldo character, but rather than fighting, Reklaw was making the character do herky-jerky moves. Brandt decided to mimic Reklaw's gameplay, resulting in what he describes as "an impromptu dance of sorts". When the party music changed to "Move Bitch", Brandt noticed a consistent time interval for all of Voldo's motions, and had the character's movement follow the beat of the music. Reklaw noticed and followed in rhythm, entertaining other party guests with the results.

In September, Brandt met up with Reklaw and other friends, and the subject turned to what had happened in February. Deciding to demonstrate it, the two played against each other using Voldo again, with the characters "dancing" to various songs. Noticing that everyone was entertained by the homoerotic nature of Voldo's animation, Brandt decided to develop a music video. [1]

In October, realizing he lacked the funds to pursue his bigger art projects, Brandt decided to work on the Voldo video project using the song "Hot in Herre". However, the only partner he had to create the video with was his roommate, M., who initially wanted nothing to do with it. After seeing Brandt work on the concept by himself however, M. agreed to help as long as he remained anonymous, and the project's schedule fit around his drinking habit. Development of the choreography was completed the next day, and the following five days were devoted to producing the video at five-hour intervals for each day, while the music played through the television via a PlayStation 2's audio cable. However, by the fifth day, both realized that the music was actually distracting, and Brandt recorded himself counting out the beat of the song. Using this as the audio track, they were able to complete the project easily, and after editing the video Brandt released two versions online, with the latter utilizing the song "Kiss" by Prince. [1]

In 2004, Brody Condon showed the video at a gaming/machinima conference in Australia. [1] Interest was shown by G4TechTV, MTV, and Microsoft to feature the video on their respective media; [2] however, they hit complications with both the copyright holders of Soulcalibur, Namco, and Nelly, whose agents wanted $100,000 to license the song. To rectify the latter problem, Brandt contacted a musician he had worked with on another project, Tana Rusitanonta, who'd expressed interest in producing his own music for the character, to produce a song that sounded similar to the original without infringing on the copyright, producing the "final" version of the video. However, shortly thereafter Namco explicitly stated they would not license the character for such means, and discussions ceased. [1]

Critical reception

Since its release, Dance, Voldo, Dance has been well received by the public, appearing briefly on the popularity index Popdex's "Top 10". [3] Several fan-made machinima have followed suit, each using the same concept of two Voldo characters dancing to various songs. [4] In 2005, it was nominated for Best Virtual Performance at the Machinima Film Festival. [5] In 2006, from January 21 to April 29 it was featured at the San Jose Museum of Art as part of their "Heavenly Bodies" exhibit. [6]

At the 2006 Machinima Film Festival, Machinima.com founder Hugh Hancock and Academy of Machinima Arts & Sciences founder Paul Marino cited Dance, Voldo, Dance as one of the first examples of machinima-based music videos. [7] The book SwanQuake: The User Manual described it as a difficult form of machinima to characterize, describing it "genre-bending work" and having elements of puppetry, moviemaking, and choreography. [8] Another book, The Machinima Reader, described it as "an ingenious fight-as-dance choreography", citing the "sexualized virtual identity" of the character combined with the original soundtrack. [9] In Developing Interactive Narrative Content, Georgia Institute of Technology assistant professor Michael Nitsche compared the animation to virtual puppetry in that it was rooted solely on in-game animation, yet also used it as an example to illustrate that such material could be entertaining. [10] In Medien Körper Imagination, the motions used in the video were described as both descriptive and often prescriptive, comparing it to time and motion studies. [11]

The Village Voice described it as a "virtuoso in-game performance", describing it as one of the most impressive works showcased at 2005 Machinima Film Festival. [12] The book Playing with Videogames called it "extraordinarily skillful and humorous", citing it as both a suspension of the game's normal purpose by players with "parodic humor" and one of the defining moments in machinima. [13] In a study of video games as an art form, University of Montreal lecturer Martin Picard cited it as an example of machinima and performance, calling it "perfectly choreographed" and a "superb example of gameplay and performance". [14] University of California professor Michael Mateas stated he enjoyed the dance performance of the presentation in light of more narrative forms of machinima, adding that it was enhanced by Voldo's "S&M attire". [15]

Related Research Articles

Machinima Use of real-time computer graphics engines to create a cinematic production

Machinima, originally machinema is the use of real-time computer graphics engines to create a cinematic production. Most often, video games are used to generate the computer animation.

<i>Soulcalibur</i> (video game) Video game

Soulcalibur is a weapon-based 3D fighting game developed by Project Soul and produced by Namco. It is the second game in the Soulcalibur series, preceded by Soul Edge in December 1995. Originally released in arcades on July 30, 1998, it ran on the Namco System 12 hardware. It was ported to the Dreamcast in 1999 with new features and improved graphics. The North American release was released in September 1999 as a launch game for the Dreamcast and was part of the successful launch of the new console. It became available as a downloadable title on the Xbox 360's Xbox Live Marketplace in July 2008 and it is forward compatible with the Xbox One along with the sequel, Soulcalibur II.

Video game art is a specialized form of computer art employing video games as the artistic medium. Video game art often involves the use of patched or modified video games or the repurposing of existing games or game structures, however it relies on a broader range of artistic techniques and outcomes than artistic modification and it may also include painting, sculpture, appropriation, in-game intervention and performance, sampling, etc. It may also include the creation of art games either from scratch or by modifying existing games. Notable examples of video game art include Cory Arcangel's "Super Mario Clouds" and "I Shot Andy Warhol," Joseph Delappe's projects including "Dead in Iraq" and the "Salt Satyagraha Online: Gandhi's March to Dandi in Second Life," the 2004-2005 Rhizome Commissions "relating to the theme of games," Paolo Pedercini's Molleindustria games such as "Unmanned" and "Every Day the Same Dream", and Ian Bogost's "Cowclicker."

A dance film is a film in which dance is used to reveal the central themes of the film, whether these themes be connected to narrative or story, states of being, or more experimental and formal concerns. In such films, the creation of choreography typically exists only in film or video. At its best, dance films use filming and editing techniques to create twists in the plotline, multiple layers of reality, and emotional or psychological depth.

<i>Soulcalibur II</i>

Soulcalibur II is a 2002 fighting game developed by Project Soul and published by Namco and the third installment in the Soulcalibur series of weapon-based fighting games. It is the sequel to Soulcalibur, which was released in July 1998. Originally intended to be released on Sega's NAOMI board, the game was released on the Namco System 246 arcade board before being ported to the PlayStation 2, GameCube and Xbox in 2003.

<i>Red vs. Blue</i> American comic science fiction web series produced by Rooster Teeth

Red vs. Blue, often abbreviated as RvB, is an American comic science fiction web series created by Burnie Burns with his production company Rooster Teeth. The show is based on the setting of the military science fiction first-person shooter series and media franchise Halo. It is distributed through Rooster Teeth's website, as well as on DVD, Blu-ray, and formerly on the El Rey Network and Netflix. The series initially centers on two opposing teams of soldiers fighting an ostensible civil war—shown in increments to actually be a live fire exercise for elite soldiers—in the middle of Blood Gulch, a desolate box canyon, in a parody of first-person shooter video games, military life, and science fiction films. Initially intended to be a short series of six to eight episodes, the project quickly and unexpectedly achieved significant popularity following its premiere on April 1, 2003. The series consists of eighteen seasons and five mini-series. Red vs. Blue is the longest running episodic web series and the third longest running animated webseries of all time, behind Homestar Runner and Neurotically Yours.

Yoshimitsu

Yoshimitsu (吉光) is a name used by several player characters in the Tekken and Soulcalibur series of fighting games by Namco. Making his debut in the original Tekken in 1994, he is one of four characters to appear in every installment of the main series. Although details of the character's biographies have varied in different games and other media, each Yoshimitsu is consistently portrayed as the leader of the honorable Manji clan, a practitioner of ninjutsu, and a master swordsman with a mechanical prosthetic arm. The characters have been well-received by critics.

Talim (<i>Soulcalibur</i>)

Talim is a fictional character in the Soulcalibur of fighting games. Created by Namco's Project Soul division, she first appeared in Soulcalibur II, followed by Soulcalibur III, Soulcalibur IV, and the reboot Soulcalibur VI.

Ivy Valentine Fictional character

Isabella Valentine, commonly called Ivy, is a fictional character in the Soulcalibur series of video games. Created by Namco's Project Soul division, she first appeared in the original Soulcalibur and its subsequent sequels, later appearing in various merchandise related to the series. She was voiced in Japanese by Yumi Tōma between Soulcalibur and Soulcalibur III, Kanako Tōjō between Soulcalibur Legends and Soulcalibur: Broken Destiny, and Miyuki Sawashiro in Soulcalibur V, and Soulcalibur VI; in English, she was voiced by Renee Hewitt in Soulcalibur II and Lani Minella for the remainder of the series.

Digital puppetry is the manipulation and performance of digitally animated 2D or 3D figures and objects in a virtual environment that are rendered in real time by computers. It is most commonly used in filmmaking and television production, but has also been used in interactive theme park attractions and live theatre.

<i>This Spartan Life</i>

This Spartan Life is a talk show created by Bong + Dern Productions and produced and directed by Chris Burke, who hosts the show under the pseudonym Damian Lacedaemion. Premiering in 2005 and distributed over the Internet, the show is created using the machinima technique of recording the video and audio from a multiplayer Xbox Live session of Bungie' first-person shooter video game Halo 2. The half-hour episodes are released in six smaller parts, called modules. Guests, such as Bungie's audio director Martin O'Donnell are interviewed via Xbox Live within the online multiplayer worlds of Halo 2, and most recently Halo 3.

Simply Mad About the Mouse: A Musical Celebration of Imagination (ISBN 1-55890-217-1) is a 1991 direct-to-video release featuring top contemporary singers performing "classic Disney songs". Released 27 September 1991, the 35-minute-long series of music videos was released on VHS and LaserDisc. The music videos were exclusive to the video and the Disney Channel.

Chris Brandt is an American filmmaker and cartoonist, director of the documentary "Independents".

Hildegard von Krone Fictional character in the Soulcalibur series

Hildegard von Krone, Hilde, for short, is a fictional character in the Soulcalibur series of video games. Created by Namco's Project Soul division, she first appeared in Soulcalibur IV and its subsequent sequels, later appearing in various merchandise related to the series.

Voldo

Voldo is a fictional character in the Soulcalibur series of video games. Created by Namco's Project Soul division, he first appeared in Soul Edge, and later in all games of the Soulcalibur series with the exception of Soulcalibur Legends. His likeness has been used for merchandise related to the series, ranging from plush toys to action figures. Voldo has no spoken dialogue in any title in the series, instead moaning or hissing deeply while fighting an opponent.

The terms dance technology and Dance and Technology refer to application of modern information technology in activities related to dance: in dance education, choreography, performance, and research.

The title of this article should be "Virtual Dance in Second Life. This article is solely about a specific kind of theatre dance in the specific virtual global community platform called Second Life. A new article is being written that gives information on Virtual Dance.

<i>Soulcalibur V</i>

Soulcalibur V is a fighting video game developed and released by Namco Bandai Games for the PlayStation 3 and Xbox 360 in 2012.

Ballet Pixelle

Ballet Pixelle is a ballet company founded in 2006 by choreographer Inarra Saarinen. Saarinen still serves as artistic director and choreographer. Ballet Pixelle is the first company to perform completely in virtual reality. Its goal is to explore and extend physical and virtual dance and movement and to blend those realities.

References

  1. 1 2 3 4 Brandt, Chris. "Dance, Voldo, Dance: A Machinima Music Video". Bain Street Productions. Retrieved 2009-09-10.
  2. "Independents: A Guide for the Creative Spirit". Mediawave.Hu. Retrieved 2009-09-10.
  3. McErvale, Joanna (2004-08-19). "Battle of the Dance". The Sydney Morning Herald . Retrieved 2008-09-03.
  4. Fahey, Mike (2008-12-17). "Voldo is One Smooth Criminal". Kotaku. Archived from the original on 2009-04-20. Retrieved 2011-08-20.
  5. Gasior, Geoff (2005-10-28). "Machinima awards nominees announced". The Tech Report . Retrieved 2009-09-10.
  6. "Past Exhibitions - Heavenly Bodies". San Jose Museum of Art. Archived from the original on 2007-06-27. Retrieved 2010-01-28.
  7. Lankshear, Colin; Michele Knobel (2006-11-28). "Machinima!". Blogspot . Retrieved 2009-09-10.
  8. Stuckey, Helen; Shiralee Saul (2007). "Art is DOOMed: The Spawning of Game Art". SwanQuake: The User Manual. Liquid Press. p.  7. ISBN   978-1-84102-172-0.
  9. Lowood, Henry and Michael Nitsche (2011). The Machinima Reader . MIT Press. p.  116. ISBN   978-0-262-01533-2.
  10. Bushoff, Brunhild; Michael Nitsche (2005). Developing Interactive Narrative Content. HighText. ISBN   3-933269-92-X.
  11. Christoph Wulf (2008). Medien Körper Imagination[Media Body Imagination] (in German). Akademie Verlag GmbH. p. 300. ISBN   978-3-05-004510-8.
  12. Halter, Ed (2005-11-01). "Gamers Show the Creators of Doom How It's Done". The Village Voice . Retrieved 2008-11-26.
  13. Newman, James (2008). Playing with Videogames. Taylor & Francis. p. 146. ISBN   978-0-415-38523-7.
  14. Picard, Martin (2007). "Machinima: Video Game As An Art Form?". Loading... Canadian Game Studies Association. 1 (1). Archived from the original on 2012-02-15. Retrieved 2009-05-08.
  15. Mateas, Michael (2004-08-10). "Dance Voldo Dance". Grand Text Auto. Archived from the original on 2008-02-27. Retrieved 2009-09-10.