The Machinima Reader

The Machinima Reader
Author: Henry Lowood
Publisher: MIT Press
Total Pages: 356
Release: 2011
Genre: Business & Economics
ISBN: 0262015331


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

Understanding Machinima

Understanding Machinima
Author: Jenna Ng
Publisher: Bloomsbury Publishing USA
Total Pages: 377
Release: 2013-07-30
Genre: Social Science
ISBN: 1441124535


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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.

Machinima

Machinima
Author: Matt Kelland
Publisher: Cengage Learning
Total Pages: 172
Release: 2005
Genre: Computers
ISBN:


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Machinima movies are created using the 3D graphics engines behind such computer games as 'Halo' and 'Half-Life'. This book offers an in-depth look at where machinima has come from, where and how it is used, and how anyone can use it to create a new generation of 21st-century animated home movies.

3D Game-based Filmmaking

3D Game-based Filmmaking
Author: Paul Marino
Publisher:
Total Pages: 502
Release: 2004
Genre: Computers
ISBN:


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The Machinima approach to creating movies promises to revolutionize the computer animation industry and this book will serve as the industry bible for emerging filmmakers. It expertly covers the very latest technology in filmmaking, from the history of Machinima, who the major players are, and where the Machinima movement is going. Conventional filmmakers are quickly adopting this medium as a much easier and economical way to produce animation films. This book contains a wealth of tips, tricks, and solid techniques to creating your own Machinima films from some of the best creative minds in the industry. Numerous hands-on projects are provided to show readers how to expertly create, edit, and view their own films. Some of the hot topics covered include developing actors, preparing sets, incorporating audio, adding special audio and visual effects, using the best post production techniques, using the best game engines, and much more.

Gaming Representation

Gaming Representation
Author: Jennifer Malkowski
Publisher: Indiana University Press
Total Pages: 281
Release: 2017-07-03
Genre: Games & Activities
ISBN: 0253026601


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Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.

Machinima

Machinima
Author: Phylis Johnson
Publisher: McFarland
Total Pages: 329
Release: 2014-01-10
Genre: Performing Arts
ISBN: 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.

Game Mods: Design, Theory and Criticism

Game Mods: Design, Theory and Criticism
Author: Erik Champion
Publisher: Lulu.com
Total Pages: 202
Release: 2013-01-01
Genre: Education
ISBN: 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?

Handbook of Digital Games

Handbook of Digital Games
Author: Marios C. Angelides
Publisher: John Wiley & Sons
Total Pages: 611
Release: 2014-02-19
Genre: Technology & Engineering
ISBN: 1118796276


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This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.

Cyborgian Images

Cyborgian Images
Author: Lars C. Grabbe
Publisher: Büchner-Verlag
Total Pages: 245
Release: 2015-08-31
Genre: Social Science
ISBN: 3941310666


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One of the big myths and metaphors of the postmodern age is the Cyborg, which includes a large amount of different meanings. The Cyborg often expresses the transformation and extension of the body and exemplifies a postmodern range of technical determinism and human comprehension. In this perspective the Cyborg is no longer a concept of science fiction, technical apocalypse or cyberpunk, but more a construct that highlights the relation of modern media technologies within our every day culture; as well as the body and mind of spectators and users of these media systems. We are connected with a variety of poly-sensual media systems, and we use its potential for communication, multiplying knowledge, spatial and temporal orientation or aesthetic experience. Therefore we are a kind of Cyborgs, connected to media by complex multimodal interfaces. This volume monitors and discusses the relation of postmodern humans and media technologies and therefore refers to Cyborgs, interfaces and apparatuses within the perspective of an autonomous image science.

A Dictionary of Film Studies

A Dictionary of Film Studies
Author: Annette Kuhn
Publisher: Oxford University Press
Total Pages: 576
Release: 2020-04-28
Genre: Performing Arts
ISBN: 0192568043


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A Dictionary of Film Studies covers all aspects of its discipline as it is currently taught at undergraduate level. Offering exhaustive and authoritative coverage, this A-Z is written by experts in the field, and covers terms, concepts, debates, and movements in film theory and criticism; national, international, and transnational cinemas; film history, movements, and genres; film industry organizations and practices; and key technical terms and concepts. Since its first publication in 2012, the dictionary has been updated to incorporate over 40 new entries, including computer games and film, disability, ecocinema, identity, portmanteau film, Practice as Research, and film in Vietnam. Moreover, numerous revisions have been made to existing entries to account for developments in the discipline, and changes to film institutions more generally. Indices of films and filmmakers mentioned in the text are included for easy access to relevant entries. The dictionary also has 13 feature articles on popular topics and terms, revised and informative bibliographies for most entries, and more than 100 web links to supplement the text.