Understanding Machinima

Understanding Machinima

Author: Jenna Ng

Publisher: Bloomsbury Publishing USA

ISBN: 9781441149626

Category: Social Science

Page: 296

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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.
Understanding Machinima
Language: en
Pages: 296
Authors: Jenna Ng
Categories: Social Science
Type: BOOK - Published: 2013-07-30 - Publisher: Bloomsbury Publishing USA

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
Machinima
Language: en
Pages: 327
Authors: Phylis Johnson, Donald Pettit
Categories: Performing Arts
Type: BOOK - Published: 2014-01-10 - Publisher: McFarland

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
Debugging Game History
Language: en
Pages: 464
Authors: Henry Lowood, Raiford Guins
Categories: Games & Activities
Type: BOOK - Published: 2016-06-03 - Publisher: MIT Press

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. 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
Pioneers in Machinima: The Grassroots of Virtual Production
Language: en
Pages: 271
Authors: Tracy G. Harwood, Ben Grussi
Categories: Photography
Type: BOOK - Published: 2021-09-07 - Publisher: Vernon Press

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
The Future Imaginary in Indigenous North American Arts and Literatures
Language: en
Pages: 272
Authors: Kristina Baudemann
Categories: Social Science
Type: BOOK - Published: 2021-12-31 - Publisher: Routledge

This book examines the future in Indigenous North American speculative literature and digital arts. Asking how different Indigenous works imagine the future and how they negotiate settler colonial visions of what is to come, the chapters illustrate that the future is not an immutable entity but a malleable textual/digital product