Three protagonists within a single level, filmed from a multitude of angles and viewpoints.

  • Jordy Veenstra
  • InSpectr
  • HMage
  • CaNaBiS
  • ent
  • auri
  • Project Type:
    Experimental, Short
  • Genres:
    Machinima, Video-Game Art
  • Runtime:
    1 minute 14 seconds
  • Completion Date:
    April 3, 2021
  • Production Budget:
    0 EUR
  • Country of Origin:
  • Country of Filming:
  • Language:
  • Shooting Format:
    TARGA Files
  • Aspect Ratio:
  • Film Color:
  • First-time Filmmaker:
  • Student Project:
  • Milan Machinima Festival 2022
    February 3, 2022
    Official Selection
  • Game Junction
    Russian Federation
    June 22, 2021
    Official Selection
Director Biography - Jordy Veenstra

Jordy Veenstra (1993) is an experimental filmmaker, machinimator and post-production professional. Starting with Photography, binge watching 'Back To The Future' and creating home video's at an early age, Veenstra moved on to machinima in early 2007 after discovering videogames such as 'The Sims 2', 'Garry's Mod' and 'Quake III Arena' and understanding their potential for expressive cinematic storytelling. His first so-called weekend-projects served primarily as personal assignments to improve his creative insight. Many of these, alongside tutorials, gameplays, reviews and short skits were uploaded to a YouTube channel called 'maximummovies' (2006-2010), which in its prime reached thousands of subscribers and viewers.

To date, Veenstra's work has been featured in film festivals, game art exhibitions and machinima festivals in numerous countries, such as the Netherlands, Italy, the United Kingdom and Russia. Besides his fulltime dedication to art, Veenstra works as a Video-Editor, Motion Graphics Designer and Animator in a Creative Agency and is a part-time entrepreneur. In the little spare time he has left he is currently working on his first book, which focuses on his own framework for the cinematic enhancement of machinima films, called 'the practice of distortion'.

Add Director Biography
Director Statement

This project expands on my on-going ideas and experiments behind the 'further implementation of Quake III gameplay' and 'use of Quake III depth of field maps', which make their return once again in IGNIIITION. After serving a main purpose as film footage within DEPTHMAP and DEPTHMAP NEXT, the depth maps serve an aesthetic role this time. They have been applied within the color grade. After introducing representations of game modes within Quake III Arena last year by using Capture the Flag modes within Hyper Reality, IGNIIITION serves as a follow-up for this particular design by utilizing the Tournament game mode.

The use of cinematic aesthetic enhancement further complements the ‘practice of distortion’ framework, which is a self-made framework that serves as the main thread throughout all of my work. The practice of distortion refers to the distortion process of ‘overly sharp videogame pictures’, in order to make them look, feel and consumed as genuine cinematic images and less as a videogame. IGNIIITION has implemented this framework once again through the 2:35 cinemascope aspect ratio, cinematic music, grain, color grading/depthmap use, motion blur, and the 24 frames per second framerate.