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Blacklight set up as a movie at Fox Atomic while the game's still in the works

BLACLIGHT A Concept Art We all know the drill with video games that become movies and vice-versa. If it starts as a game, the movie comes out several years after the game first becomes popular and, in an effort to reach a mass audience without alienating the core fans, usually ends up pleasing no one. If it starts as a movie, its gets licensed 15 months before release, giving the developers barely enough time to get a game out, let alone one that's high quality.

Some folks in Hollywood are trying to find a new way around that conundrum. The formula is simple: Get some geeky producers, video game developers, studio executives, etc. together at the creation of a property, before there are any dollar signs, release dates, or unit sales to get licensing folks' attention, and develop it for multiple media all at once.

Today comes a really intriguing example of that new approach: Fox Atomic has made a deal with production/management company Union Entertainment and developer Zombie Studios to turn the tactical military game "Blacklight" into a movie and comic book (that's concept art from the project around this post). You haven't heard of "Blacklight?" That's because it's in early development at Zombie, the Seattle-based maker of "America's Army" and the upcoming "Saw." It doesn't even have a publisher yet.

Union, which specializes in putting together games, movies and comics (they made the deal for "The Darkness" game and have the video game concept "Zero G" set up at Fox) took at look at "Blacklight," saw the multi-media potential, and helped sell it to Fox Atomic, the studio's youth-skewing division.

Fox Atomic is now developing "Blacklight" as a movie and comic book and has hired Jason Dean Hall to write the feature script and also create the world that will be drawn on for all media. Meanwhile, Zombie is taking the momentum of a movie deal with it to seek a publisher. Union is attached as a producer on both the game and movie side.

I got on the phone today with everyone involved to find out how this unusual project got put together and what it might mean for the future of games and movies. The conversation included Zombie co-CEO and "Blacklight" creator Mark Long; Fox Atomic development director and comics editor-in-chief R. Eric Lieb; and Union's president Richard Leibowitz, Creative Director Dan Jevons, and manager Dmitri Johnson, who are attached as producer and executive producers, respectively. Here are some excerpts:

Ben Fritz: First tell me what exactly "Blacklight" is and how it was created.

Mark Long: About a year ago, I started thinking about where we were going to go next. We specialize in military [first person shooters]. I began thinking about a team tactical shooter set in the near future. A near enough future that it could be based on science fact, not fiction.

BLACLIGHT B Concept ArtWhen you have the ability to come up with fantasy weapons, games almost design themselves because you can come up with fun things. But when you're in the tactical realism category, it's really hard. For instance, try to find one real weapon somebody hasn’t already put in a game. That’s how we decided on a covert ops team set 25 years in the future that's given the mission of hunting down and capturing or killing the former commander of their team.

 It's kind of a "Heart of Darkness" story. You deal with your dark self and the repercussions of your policies in a region. It's set in the imaginary city of Balik, Kajikistan. We chose that region deliberately so we could have a Romanesque architecture that has fallen into ruin. Now, 25 years in the future, it's covered with ubiquitous banal advertising. Think "Blade Runner" meets Bulgaria.

BF: And what's different about your game from, say, the Clancy titles or "Call of Duty?"

ML: Our simple innovation in game design is that you can jump from one teammate to another instantaneously.

It sounds easy, but making the [artificial intelligence] so it doesn’t run around like an ant to catch up with the character you take over requires a lot of work. Also, the game has a lot of verticality in it. I think that is critical to success in an urban environment. We want it to feel like you can get up high and snipe. Getting A.I. to work in vertical space is very difficult.

BF: How much of the game have you already built? What did you show to Fox and Union that sold them? Are all the key features there and you just need to build out the levels?

ML
: We built a vertical slice of the game. We proved out all the major technical hurdles, so we're confident we could go into production at this stage. There are things like holographic ads. If you're going to have those all over the place, you've got to figure out a way to do them efficiently and have overhead for cool special effects, lots of enemy A.I., etc. We're taking our eight years of experience in Unreal 3 and applying a lot of tricks.

BF: Why did you decide to set it up at a movie studio before you even have a publisher? And how did it happen?

Dan Jevons: I was aware of some of the stuff they’d been developing at Zombie. Mark showed me an art test with action that was fantastic. Further to that, we took a look at the game design and concept. It startled me that Mark already had a vision for transmedia development. He had a prequel, the main story, and a number of sequels that all mixed together and told interesting parts of a narrative in a really interesting universe.

"Blacklight has really interesting characters and a "Children of Men"-type story that we thought would make a great movie. We have been specializing recently in trying to take game concepts to movie studios and this looked like it made sense.

BLACLIGHT C Concept Art Dmitri Johnson: Dan showed it to me the day before Thanksgiving break. I immediately saw a film in it and thought of "the Eric Lieb" at Fox Atomic. Not just because he's a huge gamer, but having the comic book outlet, it seemed like the perfect home to tell the "Blacklight" story. So I harassed Mr. Lieb over break and he was kind enough to take a look.

R. Eric Lieb: When Dmitri sent it over, there was a confluence of events. The transmedia aspect was very intriguing because in addition to my work on the film side, I oversee our comic book and graphic novel division.

Also, from a conceptual level, the narrative of "Blacklight" really keyed into something my colleagues and I were trying to develop internally. So it kind of fit in a number of different slots. It helped that I'm  a big gamer myself -- I've been playing since ColecoVision days. Seeing all the materials behind it, looking at the world and the potential in it, I thought it was exceptionally cool. I saw definite possibilities for something that could be developed organically as a movie, video game, and comic book that tie in together.

BF: Do you guys think this approach will make your products better than if you did the game, then the movie, etc.?

Mark Long: As a developer who has worked on licensed properties adapted for games, it can be a great frustration. You're constantly yelling at your monitor, saying, "Why the fuck did you do this? Why cant we fix this one thing that would make my life so much easier?"

The holy grail for a developer is to be at the point of origin. If you are, you can begin to have a dialogue about all kinds of things. We not only share the creation of the story, but share resources. We can share hi-res models, because now developers are doing things in the million-poly[gon] range needed for cinematic resolution.

REL: It's not a question of whether there's a better way to do things or if we're reinventing the wheel. It's just that this was a cool opportunity to at one point develop a film and video game concurrently. We're going to have the feature writer build out the world. We'll create a film narrative and video game narrative and have them complement each other.

Rich Leibowitz: "Blacklight" is a good example of treating game developers like talent. Most of the time, you do deals in the game business that take properties already released into a licensing deal. Or a film property that's coming out some time in the future gets set up with game publisher. But not often do you find deals in which the developer is treated as talent when they set up their project at studios. That's what we love doing.

BF: Mark, does that mean you'll be working with Fox's writer to flesh out the story?

ML: We have a bible already. After we came to an agreement on Fox Atomic acquiring the property, the first thing Eric asked me to do is prepare a bible for the writer and producers. We met with the writer and quickly resolved a couple of issues as to what what belongs in the comics, the feature, the game, etc.. Right now, the writer owns the main thruline. He’s going to pick and choose what he wants from the bible and we'll design around that.

It's very important to me that you don’t replay the movie. Though on the other hand, I don’t want it be like "The Matrix" where you don’t play as Neo.

REL: The whole thing about transmedia that's so appealing is that each respective medium has storytelling strengths and the ability to tie them together in their own unique ways is compelling. If you look at how media is consumed now, especially by young people, they're playing games, watching online videos, going to the movies, and watching at home. There are a wide range of options. If you're able to tap into each of those to tell one cohesive story, that’s powerful. And as a comics fan, a movie lover, and a video game fanatic, it’s pretty cool.

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Comments

rpg games

I really wish the game movies will improve in the future. They're have been a few very good ones, true, but most of them we're aimed for a younger audience and lost the spirit of the original games.

Chris M.

Zombie Studio?

Can't imagine this will possibly ever result in a decent or even completed game.

These ideas make Killzone sound like a shining beacon of light in the shadows of lacking gameplay innovation.

Vincent Graves

You've got a few errors in that interview, Ben, but that didn't prevent it from being an entertaining read. I think there's a lot of sense in this kind of transmedia approach. Each medium has a variety of strengths and weaknesses that make it a superior vehicle for a certain kind of storytelling. Combining them together could possibly create a perfect storm of media. However, there's a lot of risk involved with planning releases on this scale. We'll see how this turns out.

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About

Chris Morris reports on the business and culture of video games and offers analysis of recent events and industry trends.
Tips and feedback are encouraged at chris.r.morris-at-gmail-com




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