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Die Kulturelle Aneignung Des Spielraums. Vom Virtuosen Spielen
Alexander Knorr Die kulturelle Aneignung des Spielraums Vom virtuosen Spielen zum Modifizieren und zurück Ausgangspunkt Obgleich der digital divide immer noch verhindert, dass Computerspiele zu ge- nuin globalen Gütern werden, wie es etwa der Verbrennungsmotor, die Ka- laschnikow, Hollywoodikonen, Aspirin und Coca Cola längst sind, sprengt ihre sich nach wie vor beschleunigende Verbreitung deutlich geografische, natio- nale, soziale und kulturelle Schranken. In den durch die Internetinfrastruktur ermöglichten konzeptuellen Kommunikations- und Interaktionsräumen sind Spieler- und Spielkulturen wesentlich verortet, welche weiten Teilen des öf- fentlichen Diskurses fremd und unverständlich erscheinen, insofern sie über- haupt bekannt sind. Durch eine von ethnologischen Methoden und Konzepten getragene, lang andauernde und nachhaltige Annäherung ¯1 an transnational zusammengesetzte Spielergemeinschaften werden die kulturell informierten Handlungen ihrer Mitglieder sichtbar und verstehbar. Es erschließen sich so- ziale Welten geteilter Werte, Normen, Vorstellungen, Ideen, Ästhetiken und Praktiken – Kulturen eben, die wesentlich komplexer, reichhaltiger und viel- schichtiger sind, als der oberflächliche Zaungast es sich vorzustellen vermag. Der vorliegende Artikel konzentriert sich auf ein, im Umfeld prototypischer First-Person-Shooter – genau dem Genre, das im öffentlichen Diskurs beson- ders unter Beschuss steht – entstandenes Phänomen: Die äußerst performativ orientierte Kultur des trickjumping. Nach einer Einführung in das ethnologische -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Jenna Ng (Ed.), Understanding Machinima
Issue 04 – 2015 Critical Notes Book Review by VINCENZO IDONE CASSONE Jenna Ng (ed.), Università di Torino [email protected] Understanding Machinima. Essay on Filmmaking Virtual Worlds Understanding Machinima. Essays on Filmmaking in Virtual Worlds (Bloomsbury 2013, edited by Jenna Ng) is an intriguing incursion into the world of ma- chinima from a Media Studies point-of-view, trying to address the topic beyond game’s environment, in connection with the evolution of the contem- porary mediascape. Machinima is a recent technology/performance/art/tool etc1 (convention- ally born in 1996 with Quake demos)2 commonly defned as any kind of video artifact produced through real-time gaming graphic engines: in-game record- ings, sandbox modes, hacked version of game engines or game-like profession- al tools are all valid sources to create machinimas. It’s been a decade since it has been bought to the academic attention and to an increasing popularity on web broadcasting (mainly thanks to the web-serieS Red vs Blue, to South Park‘s episode Make Love, not Warcraf or to the political short The French Democracy by Alex Chan). The collection is built around twelve chapters, split into two parts (respec- tively Thinking and Using machinima), bringing together contributions from researchers, gamers, directors, artists, curators and machinima makers; every chapter goes along with digital endnotes, that can be seen from the dedicated webpage thanks to QR codes included in every chapter. This anthology aims to distinguish itself from recent academic researches, analysing mainly the nature of machinima in connection with the universe of cinema, gaming and animation in the eyes of a “convergent” mediascape (Jenkins 2006), regarding machinima as a native-digital medium involving 1. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody. -
Copyright by Kaitlin Elizabeth Hilburn 2017
Copyright by Kaitlin Elizabeth Hilburn 2017 The Report Committee for Kaitlin Elizabeth Hilburn Certifies that this is the approved version of the following report: Transformative Gameplay Practices: Speedrunning through Hyrule APPROVED BY SUPERVISING COMMITTEE: Supervisor: Suzanne Scott Kathy Fuller-Seeley Transformative Gameplay Practices: Speedrunning through Hyrule by Kaitlin Elizabeth Hilburn, B.S. Comm Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2017 Dedication Dedicated to my father, Ben Hilburn, the first gamer I ever watched. Abstract Transformative Gameplay Practices: Speedrunning Through Hyrule Kaitlin Elizabeth Hilburn, M.A. The University of Texas at Austin, 2017 Supervisor: Suzanne Scott The term “transformative” gets used in both fan studies and video game studies and gestures toward a creative productivity that goes beyond simply consuming a text. However, despite this shared term, game studies and fan studies remain fairly separate in their respective examination of fans and gamers, in part due to media differences between video games and more traditional media, like television. Bridging the gap between these two fields not only helps to better explain transformative gameplay, but also offers additional insights in how fans consume texts, often looking for new ways to experience the source text. This report examines the transformative gameplay practices found within video game fan communities and provides an overview of their development and spread. It looks at three facets of transformative gameplay, performance, mastery, and education, using the transformative gameplay practices around The Legend of Zelda: Ocarina of Time (1998) as a primary case study. -
MA Thesis NMDC
Shared Play with the Push of a Button: a Mixed-Method Analysis of Sony PlayStation 4’s Share-Platform Rens Lohmann Master Thesis Utrecht University Tutor: Dr. Ann-Sophie Lehmann Second Assessor: Dr. René Glas Submission date: September 22, 2014 [email protected] Keywords Video games, spectatorship, streaming, social, sharing, shared play, platform studies MA New Media & Digital Culture © 2014 Rens Lohmann. Personal and educational classroom use of this thesis is allowed, commercial use requires specific permission from the author. “It’s dangerous to go alone! Take this.” (The Legend of Zelda, 1986) ABSTRACT With the incorporation of the Share-button and its underlying platform on the PlayStation 4, Sony has decided to bring social connectivity and the sharing of gameplay to the masses. Video game play streaming and sharing have their roots in early user-generated content, performing, and spectating practices. Examples from the nineties are machinima, speedrunning, and online multiplayer gaming in that period. Users with a high level of technical proficiency created content that was creative, subversive, and initiated new forms of interactions between players and spectators. The creation of user-generated content came under stricter corporate control when it was integrated as a part of well-designed and well- marketed video game platforms. While the construction of this material became more accessible to general players, creativity and subversiveness became more limited. Sony PlayStation 4’s Share-button can be seen as a culmination of this development. As a form of controlled participation, the button and its proprietary platform facilitate remarkably quick production of this content with a limited toolset of creative possibilities. -
Machinimag Issue01
interview with Paul Marino Fountainhead’s Anna reviewed the next generation of Machinima Tutorial for depth of field A look at HalfLife2 and Doom3 good Production Design The very first issue was, despite its matter-of-taste-design the most worked on issue of all. Now, almost 4 Issues later, machinimag slowly gets into shape. Although most of the articles herein seem a bit dated at a first glance, i feel that they still capture a certain essence and mood of this very young medium-to-be: Eager anticipation of technical development and a little bit of aimlessness. The original design of IssueOne was intended as a breakaway from the very triste visual appeal machinima had in public. As we all know, this intention just didn’t come across at all as the design really didn’t fit the medium - funny enough one of the main issues with a lot of machinima movies themselves... The development of machinimag in this small amount of time, for me, somehow resembles a development seen throughout our medium. New movies are coming out with more appealing ap- proaches in visual storytelling, not necessarily achieved through normal mapping and realtime shadows. If the magazine could have at least the slightest of an impact on this trend, I’d be most happy. Please enjoy a -hopefully- very readable redesigned issueOne of the machinima online magazine. Yours, Friedrich Kirschner Paul Marino Head of the academy of machinima arts and sciences. In the following few lines, he takes a brief break from his work and talks a little about the history of the medium, his first experience with machinima, the pros and cons of doing it, technical progress and, of course, about who he is and his future plans. -
Text Begins by Discussing Spe Beginnings on Edrunningspeeddemosarchive.Com As a Community
Re-curating the Accident: Speedrunning as Community and Practice Rainforest Scully-Blaker A Thesis in The Department of Communication Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts (Media Studies) at Concordia University Montreal, Quebec, Canada September 2016 © Rainforest Scully-Blaker, 2016 Scully-Blaker iii Abstract Re-curating the Accident: Speedrunning as Community and Practice Rainforest Scully-Blaker This thesis is concerned with speedrunning, the practice of completing a video game as quickly as possible without the use of cheats or cheat devices as well as the community of players that unite around this sort of play. As video games become increasingly ubiquitous in popular media and culture, the project of accounting for and analysing how people interact with these pieces of software becomes more relevant than ever before. As such, this thesis emerges as an initiatory treatment of a relatively niche segment of game culture that has gone underrepresented in extant game and media scholarship. The text begins by discussing spe beginnings on edrunningSpeedDemosArchive.com as a community. and By examiningchronicling its the growth communitys with the emergence of contemporary content hosting sites like YouTube and Twitch, this thesis presents speedrunning as a collaborative and fast-growing community of practice made up of players who revel in playing games quickly. From there, an analysis of space and speed, both natural and virtual, is undertaken with a view to understanding how speedrunning as a practice relates to games as narrative spaces. Discussions of rule systems in games and within the speedrunning community itself follow. -
Redalyc.Machinima and Ethnographic Research in Three-Dimensional
VIBRANT - Vibrant Virtual Brazilian Anthropology E-ISSN: 1809-4341 [email protected] Associação Brasileira de Antropologia Brasil Krischke Leitão, Débora; Gomes, Laura Graziela Machinima and Ethnographic Research in Three-Dimensional Virtual Worlds VIBRANT - Vibrant Virtual Brazilian Anthropology, vol. 9, núm. 2, diciembre, 2012, pp. 293 -318 Associação Brasileira de Antropologia Brasília, Brasil Available in: http://www.redalyc.org/articulo.oa?id=406941914011 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative Machinima and Ethnographic Research in Three-Dimensional Virtual Worlds Débora Krischke Leitão (UFSM) Laura Graziela Gomes (UFF) Abstract In this paper we propose to share our experience of ethnographic research in the virtual world Second Life. We intend to narrate our experience producing machinima the method we used to enter the field and interact with residents. The production of films from the software and or hardware of video games or other real-time 3D graphics programs is called machinima. Our goal here is to discuss the possibility of using machinima as a technique for obtaining, presenting and interpreting ethnographic data. Keywords: machinima, Second Life, ethnography Resumo Nesse trabalho propomos relatar nossa experiência de pesquisa etnográfica no mundo virtual Second Life. Pretendemos narrar nossa experiência produz- indo machinimas como forma de inserção em campo e de interação com os residentes. A produção de filmes a partir do software e/ou hardware de vide- ogames ou outros programas gráficos 3D real time é chamada de machinima. -
Found Technology: Players As Innovators in the Making of Machinima." Digital Youth, Innovation, and the Unexpected.Edited by Tara Mcpherson
Citation: Lowood, Henry. “Found Technology: Players as Innovators in the Making of Machinima." Digital Youth, Innovation, and the Unexpected.Edited by Tara McPherson. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 165–196. doi: 10.1162/dmal.9780262633598.165 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. Found Technology: Players as Innovators in the Making of Machinima Henry Lowood Stanford University, University Libraries . ..while to adults the Internet primarily means the world wide web, for children it means email, chat, games—and here they are already content producers. Too often neglected, except as a source of risk, these communication and entertainment-focused activities, by contrast with the information-focused uses at the centre of public and policy agendas, are driving emerging media literacy. Bearing in mind that the elite realm of high culture has already been breached, who is to say that this form of content creation counts for little?—Sonia Livingstone1 The focus of this essay is a new narrative medium, called machinima, which has sprung out of computer game technology and play since the mid-1990s. Machinima is “filmmaking within a real time, 3D virtual environment.”2 This means producing animated movies with the software that is used to develop and play computer games. The growth of machinima as a creative medium within digital game culture certainly reveals much about the creativity of players. Homing in on machinima as a form of player-driven innovation also teaches us lessons about how and what players learn from game technology and gameplay, how they share knowledge about what they learn, and how these engagements lead them to come to grips with issues that threaten to limit the potential of machinima as an expressive medium.