Machinima

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Information about Machinima
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Published on March 19, 2009

Author: rogertavares

Source: slideshare.net

Description

O que é esse tipo de emergent gameplay? Um levantamento sobre as Machinimas.

MACHINIMA: MACHINIC ANIMATION FROM QUAKE TO SECOND LIFE, AND BEYOND….

Dr. Roger Tavares Graduação em Programação Visual Mestre em Educação, Arte e História da Cultura O Ser Numérico: em busca de um mapeamento dos modelos humanos virtuais Doutor em Comunicação e Semiótica Videogames: brinquedos do pós-humano Pesquisa de Pós-doutorado (em andamento)‏ Videogames e Inteligência

Graduação em Programação Visual

Mestre em Educação, Arte e História da Cultura

O Ser Numérico: em busca de um mapeamento dos modelos humanos virtuais

Doutor em Comunicação e Semiótica

Videogames: brinquedos do pós-humano

Pesquisa de Pós-doutorado (em andamento)‏

Videogames e Inteligência

Centro Universitário SENAC-SP PUC-SP www.gamecultura.com.br Dr. Roger Tavares

Script O que é Machinima Estudos de casos

O que é Machinima

Estudos de casos

O que é machinima O nome machinima, ou machinimation, é a contração de Machine + Animation Tecnicamente trata-se da utilização de CGI (Computer Generated Imagery) utilizando-se de real time interactive 3D engines, normalmente games Diferente das técnicas de animação “profissionais” (live action, stop motion, etc)‏ Gênero de filmes realizados pela técnica de machinima – a machinima

O nome machinima, ou machinimation, é a contração de Machine + Animation

Tecnicamente trata-se da utilização de CGI (Computer Generated Imagery) utilizando-se de real time interactive 3D engines, normalmente games

Diferente das técnicas de animação “profissionais” (live action, stop motion, etc)‏

Gênero de filmes realizados pela técnica de machinima – a machinima

O que é machinima Emergent Gameplay Uso de ferramentas de games para fins imprevistos Modificação de games (mod-game) artísticas

Emergent Gameplay

Uso de ferramentas de games para fins imprevistos

Modificação de games (mod-game) artísticas

Vantagens Econômicas Economia sobre o Live Action (filmagem)‏ Figurantes, explosões, efeitos Economia sobre seqüências pré-renderizadas Alguns frames podem demorar minutos para renderizar Exemplo: 10 minutos x 30 frames = 5 horas para renderizar 1 segundo (29,97 frames)‏ PRÓXIMOS SLIDES: WORLD OF WARCRAFT: THE BURNING CRUSADE (ARTE FANTÃSTICA, RODA NA NET), E CRISIS (JOGO DE TIRO REALISTA, PREVIEW)‏

Economia sobre o Live Action (filmagem)‏

Figurantes, explosões, efeitos

Economia sobre seqüências pré-renderizadas

Alguns frames podem demorar minutos para renderizar

Exemplo: 10 minutos x 30 frames = 5 horas para renderizar 1 segundo (29,97 frames)‏

PRÓXIMOS SLIDES: WORLD OF WARCRAFT: THE BURNING CRUSADE (ARTE FANTÃSTICA, RODA NA NET), E CRISIS (JOGO DE TIRO REALISTA, PREVIEW)‏

 

 

 

 

 

 

História Tem suas raízes na demoscene dos anos (19)80 Assembly – Lan and Demoparty [Interceptor – Black Maiden Group] 1992 - Surge o game Stunt Island (Disney Interactive; Adrian Stephens)‏ Permite criar filmes usando objetos e câmeras

Tem suas raízes na demoscene dos anos (19)80

Assembly – Lan and Demoparty

[Interceptor – Black Maiden Group]

1992 - Surge o game Stunt Island (Disney Interactive; Adrian Stephens)‏

Permite criar filmes usando objetos e câmeras

História 1993 – Doom Permite gravar e tocar o gameplay Doom Speedruns 1996 - Quake amplia as capacidades com a linguagem de programação C Quake Quake 2, Unreal e Battlefield

1993 – Doom

Permite gravar e tocar o gameplay

Doom Speedruns

1996 - Quake amplia as capacidades com a linguagem de programação C Quake

Quake 2, Unreal e Battlefield

 

 

Hoje Games e engines usados Halo [Red vs. Blue] Rome: Total War [The History Channel] The Sims 2 [video clip para Depeche Mode] Company of Heroes [Frank and Dale Series] World of Warcraft [Make Love, not Warcraft] Half-Life series [The Fallen Zombie] Unreal [Game On] F.E.A.R. [Bring me to life] The Movies [The light in the Dust] Second Life [Better Life]

Games e engines usados

Halo [Red vs. Blue]

Rome: Total War [The History Channel]

The Sims 2 [video clip para Depeche Mode]

Company of Heroes [Frank and Dale Series]

World of Warcraft [Make Love, not Warcraft]

Half-Life series [The Fallen Zombie]

Unreal [Game On]

F.E.A.R. [Bring me to life]

The Movies [The light in the Dust]

Second Life [Better Life]

Halo

Rome Total War

The Sims: Open for Business

Company of Heroes

Como funciona um game?

Como funciona um game? Modificações & Machinimas

Red vs. Blue RvB é uma machinima comic science fiction Baseada no game Halo (Microsoft, Bungie)‏ É uma paródia de (FPS) games, vida militar, e filmes de ficção http://rvb.roosterteeth.com

RvB é uma machinima comic science fiction

Baseada no game Halo (Microsoft, Bungie)‏

É uma paródia de (FPS) games, vida militar, e filmes de ficção

http://rvb.roosterteeth.com

Red vs. Blue the series proved so popular that it not only transcended the typical gamer, it also claimed fans outside the gaming world (Marino, 2004)

the series proved so popular that it not only transcended the typical gamer, it also claimed fans outside the gaming world (Marino, 2004)

Red vs. Blue 5 Seasons Season 1 - 2003 ep. 1 – 19 Season 2 - 2004 ep. 20 – 38 Season 3 - 2004-5 ep. 39 – 57 Season 4 - 2005 ep. 58 – 77 Out of Mind – 2006 Season 5 - 2006 ep. 78...

5 Seasons

Season 1 - 2003 ep. 1 – 19

Season 2 - 2004 ep. 20 – 38

Season 3 - 2004-5 ep. 39 – 57

Season 4 - 2005 ep. 58 – 77

Out of Mind – 2006

Season 5 - 2006 ep. 78...

Red vs. Blue Maior sucesso comercial U$ 200k / year 20k downloads / day (1o episódio)‏ 650k a 1000k views/week Tem suporte da Bungie (developer de Halo)‏ Vai ser distribuida na Halo 3 Legendary Ed.

Maior sucesso comercial U$ 200k / year

20k downloads / day (1o episódio)‏

650k a 1000k views/week

Tem suporte da Bungie (developer de Halo)‏

Vai ser distribuida na Halo 3 Legendary Ed.

Game: The Movies Um “The Sims de cinema” Cria e controla um estúdio de cinema, atores, funcionário, marketing e distribuição Pode-se “desligar” o jogo E usá-lo “apenas” para fazer machinimas

Um “The Sims de cinema”

Cria e controla um estúdio de cinema, atores, funcionário, marketing e distribuição

Pode-se “desligar” o jogo

E usá-lo “apenas” para fazer machinimas

Game: The Movies The Movies, e The Movies Premiere Edition Activision Publishing, Inc., Lionhead Studios Ltd., 08 Nov 2005 – MS Windows The Movies – Stunts & Effects Expansion Pack Activision Publishing, Inc., Lionhead Studios Ltd., 06 Jun 2006 – MS Windows

The Movies, e The Movies Premiere Edition

Activision Publishing, Inc., Lionhead Studios Ltd., 08 Nov 2005 – MS Windows

The Movies – Stunts & Effects Expansion Pack

Activision Publishing, Inc., Lionhead Studios Ltd., 06 Jun 2006 – MS Windows

Machinima is everywhere Web DVD TV Cinema Musica Fan Art Festivais Educação?

Web

DVD

TV

Cinema

Musica

Fan Art

Festivais

Educação?

Machinima na Educação Machinima e Mod-games como elementos motivadores da sala de aula Trabalho apresentado em Angoulême, França, no VII Cgames, Wolverhampton University, UK, 2005. FREINET AND COUNTER STRIKE: MACHINIMA AND MOD-GAMES IN THE EDUCATIONAL AND SOCIAL INCLUSION PROCESS

Machinima e Mod-games como elementos motivadores da sala de aula

Trabalho apresentado em Angoulême, França, no VII Cgames, Wolverhampton University, UK, 2005.

FREINET AND COUNTER STRIKE: MACHINIMA AND MOD-GAMES IN THE EDUCATIONAL AND SOCIAL INCLUSION PROCESS

Concursos: Categorias Best Picture Best Direction Best Virtual Performance – Puppeteering Best Virtual Performance – Custom Animation Best Voice Acting Performance Best Visual Design Best Cinematography (camera work)‏ Best Original Music Best Sound Design

Best Picture

Best Direction

Best Virtual Performance – Puppeteering

Best Virtual Performance – Custom Animation

Best Voice Acting Performance

Best Visual Design

Best Cinematography (camera work)‏

Best Original Music

Best Sound Design

Concursos: Categorias Best Writing Best Editing Best Technical Achievement Best Commercial Machinima Best Independent Machinima Best Off-the-shelf Machinima (game as purchased)‏ Best Machinima Series

Best Writing

Best Editing

Best Technical Achievement

Best Commercial Machinima

Best Independent Machinima

Best Off-the-shelf Machinima (game as purchased)‏

Best Machinima Series

Trapped Ashes – HD Machinima Gamasutra.com - October 18, 2006 Feature: John Gaeta and Rudy Poat Go 'Beyond Machinima' Visual effects designer John Gaeta, best known for his Oscar-winning 'bullet time' effects for The Matrix, talks to Gamasutra about his collaboration with EA's Rudy Poat on a startling new film using real-time game engine manipulation and AI.

Gamasutra.com - October 18, 2006 Feature: John Gaeta and Rudy Poat Go 'Beyond Machinima'

Visual effects designer John Gaeta, best known for his Oscar-winning 'bullet time' effects for The Matrix, talks to Gamasutra about his collaboration with EA's Rudy Poat on a startling new film using real-time game engine manipulation and AI.

Bibliografia KELLAND, Matt; MORRIS, Dave; LLOYD, Dave (2005). Machinima - Making Animated Movies in 3D virtual environments. Thomson. MARINO, Paul (2004). 3D Game-Based Filmmaking: The Art of Machinima (with CD-ROM). Paraglyph. HAWKINS, Brian (2005). Real-Time Cinematography for Games. Charles River Media.

KELLAND, Matt; MORRIS, Dave; LLOYD, Dave (2005). Machinima - Making Animated Movies in 3D virtual environments. Thomson.

MARINO, Paul (2004). 3D Game-Based Filmmaking: The Art of Machinima (with CD-ROM). Paraglyph.

HAWKINS, Brian (2005). Real-Time Cinematography for Games. Charles River Media.

Sites de Referência Academy of Machinima Arts and Sciences www.machinima.org Machinima.Com ILL Clan – Machinima Since 1998 http://www.illclan.com The Movies Sweepstakes – the game website http://www.themoviesgame.com Machinima Archive - Internet Archive – 500 filmes http://www.archive.org/details/machinima

Academy of Machinima Arts and Sciences www.machinima.org

Machinima.Com

ILL Clan – Machinima Since 1998 http://www.illclan.com

The Movies Sweepstakes – the game website http://www.themoviesgame.com

Machinima Archive - Internet Archive – 500 filmes http://www.archive.org/details/machinima

Referências Importantes Volvo Game On Project http://www.gameonproject.com Machinima news @ Joystick blog http://www.joystiq.com/category/machinima/ Machinima Premiere News http://www.mprem.com Machinima Workshop – Games as tools http://www.mediamatic.net/artefact-13157-en.html

Volvo Game On Project

http://www.gameonproject.com

Machinima news @ Joystick blog

http://www.joystiq.com/category/machinima/

Machinima Premiere News

http://www.mprem.com

Machinima Workshop – Games as tools

http://www.mediamatic.net/artefact-13157-en.html

Referências Importantes Gamasutra http://www.gamasutra.com How They Got Game research project at Stanford University Humanities Lab http://shl.stanford.edu/research/how_they_got_game.html e http://htgg2.stanford.edu/ Exposição Fictional Worlds, Virtual Experiences: Storytelling and Computer Games – Cantor Arts Center, November 12, 2003–March 28, 2004 http://shl.stanford.edu/about/events/game_exhibit_nov03.html http://museum.stanford.edu/news_room/archived_exhibitions_2003_fictional_worlds.html

Gamasutra

http://www.gamasutra.com

How They Got Game research project at Stanford University Humanities Lab

http://shl.stanford.edu/research/how_they_got_game.html e http://htgg2.stanford.edu/

Exposição Fictional Worlds, Virtual Experiences: Storytelling and Computer Games – Cantor Arts Center, November 12, 2003–March 28, 2004

http://shl.stanford.edu/about/events/game_exhibit_nov03.html

http://museum.stanford.edu/news_room/archived_exhibitions_2003_fictional_worlds.html

Alguns exemplos Youtube Machinima.org

Youtube

Machinima.org

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