Description : Unlike traditional animation techniques that use specialized 3D animation software, machinima—a term derived from the words “machine” and “cinema”—records the action in real-time interactive 3D environments, such as those found in video games, to create a cinematic production. No longer solely the province of hard-core gamers, machinima has become central to the convergence between animation, television, and film, but retains its own identity as a unique media format. It has evolved quickly within massive multi-player gaming and virtual platforms such as Second Life, The Sims, World of Warcraft, and virtual worlds under development. These interviews, essays, and discussions with leading machinima producers, reviewers, performers, and advocates discuss scripting basics, character development, and set design, as well as tips on crafting machinima through creative use of sound, lighting, and post-production.
Description : Use this book to learn how you can, at little or no expense, make virtually any movie using Machinima. The authors guide you from making your first Machinima movie to a grounding in both conventional filmmaking and Machinima technology that will let you tackle very complex film projects. The book focuses on the following Machinima platforms: The Sims 2: Arguably the most popular Machinima platform of all time, The Sims 2 allows you to tell stories ranging from romance to noir action. World Of Warcraft: Tell your own tales of heroism in the world of Azeroth, following in the footsteps of award-winning Machinima creators and even the makers of South Park. Medieval 2: Total War - This astonishing new game allows you to create Lord of the Rings-scale medieval battle films using just a home computer! MovieStorm: For the first time, unleash the power of Machinima as a professional user using a fully-featured, fully-licensed commercial Machinima platform. You'll be introduced to all aspects of Machinima production, from live filming in a game through the creation of sets, props and characters, as well as the basics of cinematography, storytelling and sound design.
Description : "Over the past decade, machinima - the creation of movies using computer game engines - has emerged as a vibrant area in digital culture. Machinima as a film-making tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. [This] is the first critical overview of this rapidly developing field. The contributors, who include both academics and artist-practitioners, explore machinima from multiple perspectives ... while paying close attnetion to the legal, cultural and pedagogal contexts fro machinima"--Publisher's description.
Description : Machinima, meaning "machine cinema," is the technology of using computers to create cinematic features. This book teaches readers, who may be hobbyists in the art, how to use their talents to produce lifelong careers from what they love.
Description : In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.
Description : This book consists of articles from Wikia. Pages: 135. Chapters: Article Spoiler, DasBoSchitt, Djy1991, IRAMightyPirate, Janus Syndicate, KrimsinYT, Mega Sean 45, Mr22Ash, Nanoxax67, Ross Scott, Smooth Few Films, TheMetroCops, Gmod Idiot Box, The Idiots of Garry's Mod, Barney's Mind, A Team Fortress 2 Western, Boris, Counter-Strike for Kids, Crackbone's Telethon hosted by Source Mod Todd, Garrysmod Machinima Tricks, Gman Squad, Gman Squad Idol, Hearts and Brains, HKSniper, Janus Syndicate Call for Extras, List of Janus Syndicate members, Source Wars, The Garrysmod Secret Agent, Unfriendly Fire, Zimbabwe, Shephard's Mind, A Team Fortress 2 Western, Barney's Mind, Bored Meeting, Combine Rampage, Counter-Strike for Kids, Crackbone's Telethon hosted by Source Mod Todd, Freeman's Mind, Garrysmod Machinima Tricks, Gman Squad, Gmod Idiot Box, Scanner Life, Shephard's Mind, Source Wars, The Gordon and Barney Show, The Idiots of Garry's Mod, The Leet World, Turbine Trouble, Unfriendly Fire, Zombie Adventures, Zombie Horde, Combine Rampage, Scanner Life, Zombie Adventures, Black Mesa Inbound, Freeman's Mind, Gordon Freeman, We've Got Hostiles, The Leet World. Excerpt:
Description : Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Hephaestus Books represents a new publishing paradigm, allowing disparate content sources to be curated into cohesive, relevant, and informative books. To date, this content has been curated from Wikipedia articles and images under Creative Commons licensing, although as Hephaestus Books continues to increase in scope and dimension, more licensed and public domain content is being added. We believe books such as this represent a new and exciting lexicon in the sharing of human knowledge. This particular book is a collaboration focused on Machinima.More info: Machinima ( or ) is the use of real-time graphics rendering engines (a game engine), mostly three-dimensional (3-D), to generate computer animation. The term also refers to works that incorporate this animation technique. Some machinima-based artists, sometimes called machinimists or machinimators, are fan laborers and often use graphics engines from video games, a practice that arose from the animated software introductions of the 1980s demoscene, Disney Interactive Studios' 1992 video game Stunt Island, and 1990s recordings of gameplay in first-person shooter (FPS) video games, such as id Software's Doom and Quake. Originally, these recordings documented speedruns-attempts to complete a level as quickly as possible-and multiplayer matches. The addition of storylines to these films created "Quake movies." The more general term machinima, a misspelled portmanteau of machine cinema, arose when the concept spread beyond the Quake series to other games and software. After this generalization, machinima appeared in mainstream media, including television series and advertisements.
Description : Learn How to Create Immersive Virtual Environments Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author’s website, readers learn by building such things as a virtual classroom, an "all-access" terrain, and a sound-based game. This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.