Name: kevlark
Notable Work(s): fqzng, Everyone Is A Fucking Critic

Tell us a little bit about yourself, your background, interests, etc.?
Iíve got my first PC at the age of 18, before that I havenít even got Tetris. Until I reached 18 years, all my hobbies were somehow related with sport: Karate, Wushu, Judo and all sorts of street games, including football. But now itís all about PC games and hardware for me.

Are you self-taught or have you taken formal classes on editing?
Iíve learned montaging by myself, plus iíve been watching some tutorials in the internet from time to time.

What software do you use?
My major ďtoolĒ in Sony Vegas but sometimes I use After Effects to create intros.

When starting a project, what is your approach like? Do you have a specific workflow?
My approach is: First of all I start with config. It takes me a lot of time. Then comes the turn of routine work with capturing demos. The third step is a searching for the right music and eventually editing.

What has inspired you in your work? Are there specific movies or moviemakers that changed the way you approach your own work?
There is only one thing to say here: Iíve been inspired by vZ.ZER042H: The Movie by v1v24.

Which of your own projects are you most proud of? Which do you think were most instrumental in your development as a moviemaker?
I suppose that the most successful project of me is fqzng. Though talking about the most complicated for me, it surely was Everyone Is A Fucking Critic. I spent tons of time on creating and tweaking cfg, montage has also taken a lot of efforts.

There is a range of game movies in terms of editing styles and structure. Some you could call some "old school" (minimal editing) and then there are very elaborate projects with significant amounts of editing. Where do you think your movies fall? In your opinion, is there an ideal balance between editing and content?
I can definitely call my movies oldschool since there is not much editing there. I believe that a decent fragmovie should demonstrate the beauty of frags with solid synchronization. Huge amount of editing is only good when it perfectly fits the whole conception and makes an additional emphasis on frags without spoiling them.

What do you think the future holds for game movies? Are there new styles/techniques possible?
It depends on the game itself pretty much. For instance, QC has a lot of new game mechanics, unique compared to QL. I guess it might give fresh ideas and styles for QC moviemaking. Also I think that the quality of editing and effects in general will also improve due to rapidly progressing hardware and software.

What advice do you have for new moviemakers?
Youíd rather start working on your movie in a right mood. Pay lots of attention to synchronization of the frags with music. Even if your movie is blatantly lacking in gorgeous frags and editing, synchro will do the trick.

Any last comments/shoutouts?
The main restriction in QC moviemaking is an absence of a special tool, for example QL has the great Wolfcam. I hope QC will get one in the future, then there will be a stimulus to make more sick frags and eventually the game will become more popular.
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