Machinima For Dummies

Machinima For Dummies

Author: Hugh Hancock

Publisher: John Wiley & Sons

Published: 2007-07-31

Total Pages: 434

ISBN-13: 0470195835

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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.


Book Synopsis Machinima For Dummies by : Hugh Hancock

Download or read book Machinima For Dummies written by Hugh Hancock and published by John Wiley & Sons. This book was released on 2007-07-31 with total page 434 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.


Machinima

Machinima

Author: Phylis Johnson

Publisher: McFarland

Published: 2014-01-10

Total Pages: 329

ISBN-13: 0786488387

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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.


Book Synopsis Machinima by : Phylis Johnson

Download or read book Machinima written by Phylis Johnson and published by McFarland. This book was released on 2014-01-10 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.


Pioneers in Machinima: The Grassroots of Virtual Production

Pioneers in Machinima: The Grassroots of Virtual Production

Author: Tracy G. Harwood

Publisher: Vernon Press

Published: 2021-09-07

Total Pages: 271

ISBN-13: 1648892140

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This important new work focuses on the pioneers in machinima, considered to be the grassroots and beginnings of virtual production. Machinima’s impacts are identified by the community, supplemented by Harwood and Grussi’s research and experience over a period of 25 years – from game, film and filmmaking to digital arts practice, creative technologies developments and related research and theory. Machinima is the first digital cultural practice to have emerged from the internet into a mainstream creative genre. Its latest transformation is evident through the increasing convergence of games and film where real-time virtual production as a professional creative practice is resulting in new forms of machine-generated interactive experiences. Using the most culturally significant machinima works (machine-cinema) as lenses to trace its history and impacts, ‘Pioneers in Machinima: The Grassroots of Virtual Production’ provides in-depth testimony by filmmakers and others involved in its emergence. The extensive reference to source materials and interviews bring the story of its impacts up to date through the critical reflections of the early pioneers. This book will be of interest to machinima researchers and practitioners, including game culture, media theorists, students of film studies and game studies, digital artists and those interested in how creative technologies have influenced communities of practice over time.


Book Synopsis Pioneers in Machinima: The Grassroots of Virtual Production by : Tracy G. Harwood

Download or read book Pioneers in Machinima: The Grassroots of Virtual Production written by Tracy G. Harwood and published by Vernon Press. This book was released on 2021-09-07 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: This important new work focuses on the pioneers in machinima, considered to be the grassroots and beginnings of virtual production. Machinima’s impacts are identified by the community, supplemented by Harwood and Grussi’s research and experience over a period of 25 years – from game, film and filmmaking to digital arts practice, creative technologies developments and related research and theory. Machinima is the first digital cultural practice to have emerged from the internet into a mainstream creative genre. Its latest transformation is evident through the increasing convergence of games and film where real-time virtual production as a professional creative practice is resulting in new forms of machine-generated interactive experiences. Using the most culturally significant machinima works (machine-cinema) as lenses to trace its history and impacts, ‘Pioneers in Machinima: The Grassroots of Virtual Production’ provides in-depth testimony by filmmakers and others involved in its emergence. The extensive reference to source materials and interviews bring the story of its impacts up to date through the critical reflections of the early pioneers. This book will be of interest to machinima researchers and practitioners, including game culture, media theorists, students of film studies and game studies, digital artists and those interested in how creative technologies have influenced communities of practice over time.


Understanding Machinima

Understanding Machinima

Author: Jenna Ng

Publisher: Bloomsbury Publishing USA

Published: 2013-07-30

Total Pages: 294

ISBN-13: 1441149627

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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.


Book Synopsis Understanding Machinima by : Jenna Ng

Download or read book Understanding Machinima written by Jenna Ng and published by Bloomsbury Publishing USA. This book was released on 2013-07-30 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.


The Machinima Reader

The Machinima Reader

Author: Henry Lowood

Publisher: MIT Press

Published: 2011

Total Pages: 356

ISBN-13: 0262015331

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The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners.


Book Synopsis The Machinima Reader by : Henry Lowood

Download or read book The Machinima Reader written by Henry Lowood and published by MIT Press. This book was released on 2011 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners.


Pioneros en Machinima: Las raíces de la producción virtual

Pioneros en Machinima: Las raíces de la producción virtual

Author: Tracy G. Harwood

Publisher: Vernon Press

Published: 2024-09-24

Total Pages: 292

ISBN-13:

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Este importante nuevo trabajo se centra en los pioneros en machinima, considerados las raíces e inicios de la producción virtual. Los impactos de machinima son identificados por la comunidad, complementados por la investigación y por la experiencia de Harwood y Grussi durante un período de 25 años: desde juegos, cine y realización cinematográfica hasta la práctica de las artes digitales, desarrollos de tecnologías creativas e investigaciones y teorías relacionadas. Machinima es la primera práctica cultural digital que surgió de Internet y se convirtió en un género creativo convencional. Su última transformación es evidente a través de la creciente convergencia de juegos y películas, donde la producción virtual a tiempo real como práctica creativa profesional está dando como resultado nuevas formas de experiencias interactivas generadas por máquinas. Utilizando las obras machinima (del inglés 'machine' que significa máquina y 'cinema' que significa cine) de mayor importancia cultural como lentes para rastrear su historia e impactos, 'Pioneros en Machinima: Las raíces de la producción virtual' ofrece profundos testimonios de cineastas y otras personas involucradas en su surgimiento. La extensa referencia a materiales originales y entrevistas actualiza la historia de sus impactos a través de las reflexiones críticas de los primeros pioneros. Este libro será de interés para los investigadores y profesionales de machinima, junto con la cultura de los juegos, los teóricos de los medios, los estudiantes de estudios cinematográficos y de juegos, los artistas digitales y aquellos interesados ​​en cómo las tecnologías creativas han influido en las comunidades de práctica a lo largo del tiempo.


Book Synopsis Pioneros en Machinima: Las raíces de la producción virtual by : Tracy G. Harwood

Download or read book Pioneros en Machinima: Las raíces de la producción virtual written by Tracy G. Harwood and published by Vernon Press. This book was released on 2024-09-24 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Este importante nuevo trabajo se centra en los pioneros en machinima, considerados las raíces e inicios de la producción virtual. Los impactos de machinima son identificados por la comunidad, complementados por la investigación y por la experiencia de Harwood y Grussi durante un período de 25 años: desde juegos, cine y realización cinematográfica hasta la práctica de las artes digitales, desarrollos de tecnologías creativas e investigaciones y teorías relacionadas. Machinima es la primera práctica cultural digital que surgió de Internet y se convirtió en un género creativo convencional. Su última transformación es evidente a través de la creciente convergencia de juegos y películas, donde la producción virtual a tiempo real como práctica creativa profesional está dando como resultado nuevas formas de experiencias interactivas generadas por máquinas. Utilizando las obras machinima (del inglés 'machine' que significa máquina y 'cinema' que significa cine) de mayor importancia cultural como lentes para rastrear su historia e impactos, 'Pioneros en Machinima: Las raíces de la producción virtual' ofrece profundos testimonios de cineastas y otras personas involucradas en su surgimiento. La extensa referencia a materiales originales y entrevistas actualiza la historia de sus impactos a través de las reflexiones críticas de los primeros pioneros. Este libro será de interés para los investigadores y profesionales de machinima, junto con la cultura de los juegos, los teóricos de los medios, los estudiantes de estudios cinematográficos y de juegos, los artistas digitales y aquellos interesados ​​en cómo las tecnologías creativas han influido en las comunidades de práctica a lo largo del tiempo.


Career Building Through Machinima

Career Building Through Machinima

Author: Holly Cefrey

Publisher: The Rosen Publishing Group, Inc

Published: 2008-01-15

Total Pages: 66

ISBN-13: 1435847709

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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.


Book Synopsis Career Building Through Machinima by : Holly Cefrey

Download or read book Career Building Through Machinima written by Holly Cefrey and published by The Rosen Publishing Group, Inc. This book was released on 2008-01-15 with total page 66 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.


New Opportunities for Artistic Practice in Virtual Worlds

New Opportunities for Artistic Practice in Virtual Worlds

Author: Doyle, Denise

Publisher: IGI Global

Published: 2015-06-26

Total Pages: 349

ISBN-13: 1466683856

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Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.


Book Synopsis New Opportunities for Artistic Practice in Virtual Worlds by : Doyle, Denise

Download or read book New Opportunities for Artistic Practice in Virtual Worlds written by Doyle, Denise and published by IGI Global. This book was released on 2015-06-26 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.


Game Mods: Design, Theory and Criticism

Game Mods: Design, Theory and Criticism

Author: Erik Champion

Publisher: Lulu.com

Published: 2013-01-01

Total Pages: 202

ISBN-13: 1300540613

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Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design Theory and Criticism aims to answer these and more questions. It features chapters by authors chosen from around the world, representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole?


Book Synopsis Game Mods: Design, Theory and Criticism by : Erik Champion

Download or read book Game Mods: Design, Theory and Criticism written by Erik Champion and published by Lulu.com. This book was released on 2013-01-01 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design Theory and Criticism aims to answer these and more questions. It features chapters by authors chosen from around the world, representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole?


V01CE

V01CE

Author: Norie Neumark

Publisher: MIT Press

Published: 2023-12-05

Total Pages: 437

ISBN-13: 0262549875

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Perspectives on the voice and technology, from discussions of voice mail and podcasts to reflections on dance and sound poetry. Voice has returned to both theoretical and artistic agendas. In the digital era, techniques and technologies of voice have provoked insistent questioning of the distinction between the human voice and the voice of the machine, between genuine and synthetic affect, between the uniqueness of an individual voice and the social and cultural forces that shape it. This volume offers interdisciplinary perspectives on these topics from history, philosophy, cultural theory, film, dance, poetry, media arts, and computer games. Many chapters demonstrate Lewis Mumford's idea of the “cultural preparation” that precedes technological innovation—that socially important new technologies are foreshadowed in philosophy, the arts, and everyday pastimes. Chapters cover such technologies as voice mail, podcasting, and digital approximations of the human voice. A number of authors explore the performance, performativity, and authenticity [(or 'authenticity effect') of voice in dance, poetry, film, and media arts]; while others examine more immaterial concerns—the voice's often-invoked magical powers, the ghostliness of disembodied voices, and posthuman vocalization. [The chapters evoke an often paradoxical reassertion of the human in the use of voice in mainstream media including recorded music, films, and computer games. Contributors Mark Amerika, Isabelle Arvers, Giselle Beiguelman, Philip Brophy, Ross Gibson, Brandon LaBelle, Thomas Levin, Helen Macallan, Virginia Madsen, Meredith Morse, Norie Neumark, Andrew Plain, John Potts, Theresa M. Senft, Nermin Saybasili, Amanda Stewart, Axel Stockburger, Michael Taussig, Martin Thomas, Theo van Leeuwen, Mark Wood


Book Synopsis V01CE by : Norie Neumark

Download or read book V01CE written by Norie Neumark and published by MIT Press. This book was released on 2023-12-05 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: Perspectives on the voice and technology, from discussions of voice mail and podcasts to reflections on dance and sound poetry. Voice has returned to both theoretical and artistic agendas. In the digital era, techniques and technologies of voice have provoked insistent questioning of the distinction between the human voice and the voice of the machine, between genuine and synthetic affect, between the uniqueness of an individual voice and the social and cultural forces that shape it. This volume offers interdisciplinary perspectives on these topics from history, philosophy, cultural theory, film, dance, poetry, media arts, and computer games. Many chapters demonstrate Lewis Mumford's idea of the “cultural preparation” that precedes technological innovation—that socially important new technologies are foreshadowed in philosophy, the arts, and everyday pastimes. Chapters cover such technologies as voice mail, podcasting, and digital approximations of the human voice. A number of authors explore the performance, performativity, and authenticity [(or 'authenticity effect') of voice in dance, poetry, film, and media arts]; while others examine more immaterial concerns—the voice's often-invoked magical powers, the ghostliness of disembodied voices, and posthuman vocalization. [The chapters evoke an often paradoxical reassertion of the human in the use of voice in mainstream media including recorded music, films, and computer games. Contributors Mark Amerika, Isabelle Arvers, Giselle Beiguelman, Philip Brophy, Ross Gibson, Brandon LaBelle, Thomas Levin, Helen Macallan, Virginia Madsen, Meredith Morse, Norie Neumark, Andrew Plain, John Potts, Theresa M. Senft, Nermin Saybasili, Amanda Stewart, Axel Stockburger, Michael Taussig, Martin Thomas, Theo van Leeuwen, Mark Wood