Machinima For Dummies

Machinima For Dummies
Author: Hugh Hancock,Johnnie Ingram
Publsiher: John Wiley & Sons
Total Pages: 434
Release: 2007-07-31
Genre: Computers
ISBN: 9780470195833

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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.

Machinima

Machinima
Author: Phylis Johnson,Donald Pettit
Publsiher: McFarland
Total Pages: 329
Release: 2014-01-10
Genre: Performing Arts
ISBN: 9780786488384

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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.

Pioneers in Machinima The Grassroots of Virtual Production

Pioneers in Machinima  The Grassroots of Virtual Production
Author: Tracy G. Harwood,Ben Grussi
Publsiher: Vernon Press
Total Pages: 271
Release: 2021-09-07
Genre: Photography
ISBN: 9781648892141

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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.

New Opportunities for Artistic Practice in Virtual Worlds

New Opportunities for Artistic Practice in Virtual Worlds
Author: Doyle, Denise
Publsiher: IGI Global
Total Pages: 323
Release: 2015-06-26
Genre: Computers
ISBN: 9781466683853

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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.

Understanding Machinima

Understanding Machinima
Author: Jenna Ng
Publsiher: Bloomsbury Publishing USA
Total Pages: 296
Release: 2013-07-30
Genre: Social Science
ISBN: 9781441149626

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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.

The Machinima Reader

The Machinima Reader
Author: Henry Lowood,Michael Nitsche
Publsiher: MIT Press
Total Pages: 356
Release: 2011
Genre: Business & Economics
ISBN: 9780262015332

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

Career Building Through Machinima

Career Building Through Machinima
Author: Holly Cefrey
Publsiher: The Rosen Publishing Group, Inc
Total Pages: 66
Release: 2008-01-15
Genre: Business & Economics
ISBN: 9781435847705

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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.

Neverwinter Nights

Neverwinter Nights
Author: Anonim
Publsiher: PediaPress
Total Pages: 161
Release: 2024
Genre: Electronic Book
ISBN: 9182736450XXX

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