Thursday, August 2, 2007

Machinima

A definition of the term machinima from Wikipedia.
"Machinima (pronounced [mə.ˈʃiː.nə.mə] or [mə.ˈʃɪ.nə.mə]), a portmanteau of machine cinema or machine animation, is both a collection of associated production techniques and a film genre defined by those techniques. As a production technique, the term concerns the rendering of computer-generated imagery (CGI) using real-time, interactive (game) 3D engines, as opposed to high-end and complex 3D animation software used by professionals. Engines from first-person shooter and role-playing simulation video games are typically used. Consequently, the rendering can be done in real-time using PCs (either using the computer of the creator or the viewer), rather than with complex 3D engines using huge render farms. As a film genre, the term refers to movies created by the techniques described above.

Usually, machinima productions are produced using the tools (demo recording, camera angle, level editor, script editor, etc.) and resources (backgrounds, levels, characters, skins, etc.) available in a game.

Machinima is an example of emergent gameplay, a process of putting game tools to unexpected ends, and of artistic computer game modification. The real-time nature of machinima means that established techniques from traditional film-making can be reapplied in a virtual environment. As a result, production tends to be cheaper and more rapid than in keyframed CGI animation. It can also produce more professional appearing production than is possible with traditional at-home techniques of live video tape, or stop action using live actors, hand drawn animation or toy props."

Click here to read more

A short machinima from a public relations firm Text 100.


An article on what professionals who use Second life to create machinima "movies" like about it. Why is this important to us? Because we could access the same platform and shared tools, textures etc that they can and leverage the work of the community to quickly build out for our various needs and audiences. We will have flexibility in what levels of detail and realism we build out to because the collaborative nature of Second Life gives us expertise from the community.

Click here for article

A part two articles that gives tips

Click here for article