understanding machinima essays on filmmaking in virtual worlds

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Understanding Machinima

Author : Jenna Ng
ISBN : 9781441149626
Genre : Social Science
File Size : 73. 53 MB
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In this groundbreaking new collection, Dr. Jenna Ng brings together academics, award-winning artists and machinima makers to discuss and explore the unique and fascinating combination of cinema, animation and games. Machinima makes for a very cost- and time-efficient way to produce films, with a large amount of creative control, by combining the techniques of filmmaking, animation production and the technology of real-time 3D game engines. With an opening preface by Henry Lowood, the leading academic studying Machinima, as well as a closing interview with Cao Fei, a Beijing-based artist who works mainly in Second Life, the collection features theoretical discussions addressing machinima from non-gaming perspectives. The various functions of machinima are also discussed, via game art and documentary, while also exploring the application of such machinima-making in a Cultural Analysis course at Umeå University.

New Opportunities For Artistic Practice In Virtual Worlds

Author : Doyle, Denise
ISBN : 9781466683853
Genre : Computers
File Size : 69. 23 MB
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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.

Machinima

Author : Phylis Johnson
ISBN : 9780786488384
Genre : Performing Arts
File Size : 79. 77 MB
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"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. Aimed at beginning or intermediate machinima storytellers, this is an informative and useful overview of an emerging art form"--Provided by publisher.

Debugging Game History

Author : Henry Lowood
ISBN : 9780262331951
Genre : Games
File Size : 67. 45 MB
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Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to "debug" the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon -- from "Amusement Arcade" to "Embodiment" and "Game Art" to "Simulation" and "World Building." Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical "takes" on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology -- there is an analysis of game design, and a discussion of intellectual property -- but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. ContributorsMarcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbas, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

Playful Disruption Of Digital Media

Author : Daniel Cermak-Sassenrath
ISBN : 9789811018916
Genre : Social Science
File Size : 48. 22 MB
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This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens next? Play can be observed in social, economic, political, artistic, educational and criminal contexts and endeavours. It is employed as a (counter) strategy, for tacit or open resistance, as a method and productive practice, and something people do for fun. The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media. Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play.

Cinematic Chronotopes

Author : Pepita Hesselberth
ISBN : 9781623566470
Genre : Performing Arts
File Size : 39. 15 MB
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The site of cinema is on the move. The extent to which technologically mediated sounds and images continue to be experienced as cinematic today is largely dependent on the intensified sense of being 'here,' 'now' and 'me' that they convey. This intensification is fundamentally rooted in the cinematic's potential to intensify our experience of time, to convey time's thickening, of which the sense of place, and a sense of self-presence are the correlatives. In this study, Pepita Hesselberth traces this thickening of time across four different spatio-temporal configurations of the cinematic: a multi-media exhibition featuring the work of Andy Warhol (1928-1987); the handheld aesthetics of European art-house films; a large-scale media installation by Rafael Lozano-Hemmer; and the usage of the trope of the flash-forward in mainstream Hollywood cinema. Only by juxtaposing these cases by looking at what they have in common, this study argues, can we grasp the complexity of the changes that the cinematic is currently undergoing.

Video Game Spaces

Author : Michael Nitsche
ISBN : 9780262293013
Genre : Games
File Size : 89. 56 MB
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The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers -- rule-based space, mediated space, fictional space, play space, and social space -- and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

3d Game Based Filmmaking

Author : Paul Marino
ISBN : 1932111859
Genre : Computers
File Size : 35. 26 MB
Format : PDF
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Provides instructions on creating a 3D animated film on a PC.

The Machinima Reader

Author : Henry Lowood
ISBN : 9780262015332
Genre : Computers
File Size : 27. 78 MB
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The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners.

Gamescenes

Author : Matteo Bittanti
ISBN : STANFORD:36105121408095
Genre : Art
File Size : 46. 66 MB
Format : PDF
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Illustrates artistic expressions made with an emphasis on videogames. Text in English and Italian.

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