Machinima, originally machinema (məˈʃiːnᵻmə,_-ˈʃɪn-) is the use of real-time computer graphics engines to create a cinematic production. The word "machinima" is a portmanteau of the words machine and cinema. According to Guinness World Records, machinima is the art of making animated narrative films from computer graphics, most commonly using the engines found in video games.
Machinima-based artists, sometimes called machinimists or machinimators, are often fan laborers, by virtue of their re-use of copyrighted materials (see below). Machinima offers to provide an archive of gaming performance and access to the look and feel of software and hardware that may already have become obsolete or even unavailable. For game studies, "Machinima's gestures grant access to gaming's historical conditions of possibility and how machinima offers links to a comparative horizon that informs, changes, and fully participates in videogame culture."
The practice of using graphics engines from video games arose from the animated software introductions of the 1980s demoscene, Disney Interactive Studios' 1992 video game Stunt Island, and 1990s recordings of gameplay in first-person shooter (FPS) video games, such as id Software's Doom and Quake. Originally, these recordings documented speed runs—attempts to complete a level as quickly as possible—and multiplayer matches. The addition of storylines to these films created "Quake movies". The more general term machinima, a blend of machine and cinema, arose when the concept spread beyond the Quake series to other games and software. After this generalization, machinima appeared in mainstream media, including television series and advertisements.
Machinima has advantages and disadvantages when compared to other styles of filmmaking. Its relative simplicity over traditional frame-based animation limits control and range of expression. Its real-time nature favors speed, cost saving, and flexibility over the higher quality of pre-rendered computer animation.
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
Video game modding (short for "modification") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game. Modding a game can also be understood as the act of seeking and installing mods to the player's game, but the act of tweaking pre-existing settings and preferences is not truly modding.
Computer graphics deals with generating s and art with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing.
Halo 3 is a 2007 first-person shooter video game developed by Bungie for the Xbox 360 console. The third installment in the Halo franchise, the game concludes the story arc begun in 2001's Halo: Combat Evolved and continued in 2004's Halo 2. Halo 3s story centers on the interstellar war between twenty-sixth century humanity, a collection of alien races known as the Covenant, and the alien parasite Flood. The player assumes the role of the Master Chief, a cybernetically enhanced supersoldier, as he battles the Covenant and the Flood.
Photorealistic images created using physical simulations of light have become a ubiquitous element of our everyday lives. The most successful techniques for producing such images replicate the key physical phenomena in a detailed software simulation, inclu ...
Video surveillance is currently undergoing a rapid growth. However, while thousands of cameras are being installed in public places all over the world, computer programs that could reliably detect and track people in order to analyze their behavior are not ...
Millions of digital images are captured by imaging devices on a daily basis. The way imaging devices operate follows an integral process from which the information of the original scene needs to be estimated. The estimation is done by inverting the integra ...