understanding machinima essays on filmmaking in virtual worlds

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Understanding Machinima

Author : Jenna Ng
ISBN : 9781441149626
Genre : Social Science
File Size : 79. 45 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 : 40. 5 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.

Debugging Game History

Author : Henry Lowood
ISBN : 9780262331951
Genre : Games
File Size : 35. 85 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

Cinematic Chronotopes

Author : Pepita Hesselberth
ISBN : 9781623567668
Genre : Performing Arts
File Size : 54. 62 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.

Machinima

Author : Phylis Johnson
ISBN : 0786461713
Genre : Computers
File Size : 36. 60 MB
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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. Aimed at beginning or intermediate machinima storytellers, this is an informative and useful overview of an emerging art form.

Machinima

Author : Phylis Johnson
ISBN : 9780786488384
Genre : Performing Arts
File Size : 39. 27 MB
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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.

3d Game Based Filmmaking

Author : Paul Marino
ISBN : 1932111859
Genre : Computers
File Size : 84. 55 MB
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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 : 44. 23 MB
Format : PDF
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"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.

Gamescenes

Author : Matteo Bittanti
ISBN : STANFORD:36105121408095
Genre : Art
File Size : 51. 93 MB
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Illustrates artistic expressions made with an emphasis on videogames. Text in English and Italian.

Communities Of Play

Author : Celia Pearce
ISBN : 9780262291545
Genre : Computers
File Size : 32. 95 MB
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The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.

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