Machinima, a Creative Technology

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Machinima, a creative technology Nelson Zagalo, University of Minho, Portugal 15 Nov 2012 Second Life, UTAD Island SLACTIONS 2012: Research conference on virtual worlds – Life, imagination, and work using metaverse platforms

description

Invited Talk at the SLACTIONS 2012: Research conference on virtual worlds – Life, imagination, and work using metaverse platforms. November 15, 2012. (http://www.slactions.org/2012)

Transcript of Machinima, a Creative Technology

Page 1: Machinima, a Creative Technology

Machinima, a creative technology

Nelson Zagalo, University of Minho, Portugal

15 Nov 2012Second Life, UTAD Island

SLACTIONS 2012: Research conference on virtual worlds – Life, imagination, and work using metaverse platforms

Page 2: Machinima, a Creative Technology

Machinima ( /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/)

1. is the use of real-time 3D computer graphics rendering engines to create a cinematic production.

2. video games are used to generate the computer animation.

3. machinima-based artists, are often fan laborers, by virtue of their re-use of copyrighted materials.

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1. Real-time rendering engines Software platforms that support coding 3D video games and virtual worlds.

Doom engine

Quake engine

Half-life engine

GTA engine

Second Life engine

Etc. etc.

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1. Real-time rendering engines

Diary of a Camper (1996), one the first know machinima, created with Quake engine.

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2. Pre-fabricated worlds and behaviours

Artifacts are created on top of pre-existing content previously created by video game companies or single persons online.

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3. Machinima, a remixing collaborative process

Assets are remixed, reutilized and transformed.

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The way “mirror neurons” let us understand others is by a kind of inner imitation of the actions of other people. Mirror neurons helps in simulating and emulating others the intentions and emotions associated with those actions.

Mirror neurons absorb culture directly, teach us socialization, open the realm of a common world view through observation and imitation.

We remix to express ourselves, and to learn about the external world.

3. Machinima, a remixing collaborative process

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Machinima from fans to industry

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Machinima revolutionizing film software

Review: http://virtual-illusion.blogspot.pt/2012/07/source-film-maker-por-joao-morais.html

Source Filmmaker, www.sourcefilmmaker.com

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LEGO Star Wars: The Quest for R2-D2 (2009)

LEGO Indiana Jones and the Raiders of the Lost Brick (2008)

Professional machinimations

LEGO Star Wars: The Video Game (2005)

LEGO Indiana Jones: The Original Adventures (2008)

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Industry changing and adopting machinima principles

Some Vfx for Indiana Jones and the Kingdom of the Crystal Skull (2008) from LucasFilm were made using LucasArts game engine while they were preparing the game of the film on PS3. The game was then cancelled.

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Machinima going Virtual Cinema

Matrix Trilogy used techniques of virtual cinema, that were capturing real world elements and reconstructing worlds inside 3D engines, and then manipulating the 3D elements as if they were real scenes.

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Machinima technologies are,

1 - Eliciting attractive and easy interaction, like a toy.

2 - Serving a purpose, like helping, guiding, connecting or facilitating the attaining of an objective, as tools do.

3 - Enrolling players, engaging, motivating and maintaining concentration while pushing for mastery, as games do.

A Toy, a Tool and a Game.

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Machinima, a creative technology

Nelson Zagalo, [email protected]

B. http://virtual-illusion.blogspot.pt

H. http://nelsonzagalo.googlepages.com

F. http://www.facebook.com/nelsonzagalo

Universidade do Minho

SLACTIONS 2012: Research conference on virtual worlds – Life, imagination, and work using metaverse platforms