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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
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
The Machinima Reader
Language: en
Pages: 345
Authors: Henry Lowood, Michael Nitsche
Categories: Computers
Type: BOOK - Published: 2011 - Publisher: MIT Press

"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
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