Machinima: Entre a Narrativa E a Experimentação

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Machinima: Entre a Narrativa E a Experimentação UNIVERSIDADE DE SÃO PAULO PROGRAMA DE PÓS-GRADUAÇÃO INTERUNIDADES EM ESTÉTICA E HISTÓRIA DA ARTE Fernanda Albuquerque de Almeida Machinima: entre a narrativa e a experimentação São Paulo 2014 Fernanda Albuquerque de Almeida Machinima: entre a narrativa e a experimentação Dissertação apresentada ao Programa de Pós- graduação Interunidades em Estética e História da Arte da Universidade de São Paulo, para a obtenção do título de Mestre em Artes sob a orientação do profº. Artur Matuck. São Paulo 2014 AUTORIZO A REPRODUÇÃO E DIVULGAÇÃO TOTAL E PARCIAL DESTE TRABALHO, POR QUALQUER MEIO CONVENCIONAL OU ELETRÔNICO, PARA FINS DE ESTUDO E PESQUISA, DESDE QUE CITADA A FONTE. Catalogação da Publicação Biblioteca Lourival Gomes Machado Museu de Arte Contemporânea da Universidade de São Paulo Almeida, Fernanda Albuquerque de. Machinima : entre a narrativa e a experimentação / Fernanda Albuquerque de Almeida ; orientador Artur Matuck. -- São Paulo, 2014. 119 f. : il Dissertação (Mestrado – Programa de Pós-Graduação Interunidades em Estética e História da Arte) -- Universidade de São Paulo, 2014. 1. Cinema Experimental. 2. Arte Digital. 3. Arte Contemporânea. 4. Jogos de Computador. 5. Hackers. I. Matuck, Artur. II. Título. CDD 791.43 Nome: ALMEIDA, Fernanda Albuquerque de Título: Machinima: entre a narrativa e a experimentação Dissertação apresentada ao Programa de Pós- graduação Interunidades em Estética e História da Arte da Universidade de São Paulo, para a obtenção do título de Mestre em Artes sob a orientação do profº. Artur Matuck. Aprovada em: Banca Examinadora Prof. Dr. _____________________________ Instituição_____________________________ Julgamento ___________________________ Assinatura ____________________________ Prof. Dr. _____________________________ Instituição_____________________________ Julgamento ___________________________ Assinatura ____________________________ Prof. Dr. _____________________________ Instituição_____________________________ Julgamento ___________________________ Assinatura ____________________________ Agradecimentos À Fundação de Amparo à Pesquisa do Estado de São Paulo pela concessão da bolsa de estudos sem a qual a dedicação integral a este estudo não seria possível. À Universidade de São Paulo por abrigar encontros estimulantes de diversas reflexões. Ao professor Dr. Artur Matuck pela oportunidade de ingressar na academia, pela confiança em meu trabalho e pelas contribuições durante o processo de pesquisa. Às professoras Drª. Cristina Freire e Drª. Patrícia Moran pelas considerações por ocasião da banca de qualificação. A essa e ao professor Dr. Ricardo Fabbrini pela participação na banca de defesa. Ao Ricardo Barreto e à Paula Perissinotto pela oportunidade de integrar a equipe do Festival Internacional de Linguagem Eletrônica. A esse também por me apresentar ao machinima. Aos artistas Baden Pailthorpe e Victor Morales pelas entrevistas concedidas para este estudo. Aos meus pais, Cida e Eder, por acreditarem sempre em mim, pelo amor incondicional e pelos valores que não se aprende na academia. À minha família, sem a qual a vida não teria a mesma importância. Em especial à Bruna, que com sua tão pouca idade foi uma das primeiras pessoas a querer ler esta dissertação ainda durante o processo de escrita. Também à Gabriela, que me auxiliou na formatação técnica. À Margarete e ao Antônio pelo acolhimento sempre carinhoso. Aos amigos Pedro e Ricardo pela compreensão das ausências. Ao Gustavo, meu companheiro em todas as horas, maior instigador e crítico, por tudo. Principalmente pelo suporte e pelo auxílio na retomada do caminho tantas vezes perdido. Resumo ALMEIDA, F. A. de. Machinima: entre a narrativa e a experimentação. 2014. 119 f. Dissertação (Mestrado) – Programa de Pós-graduação Interunidades em Estética e História da Arte, Universidade de São Paulo, São Paulo, 2014. Desde os primeiros filmes realizados em jogos digitais nos anos 1990, a noção de machinima vem sendo associada às convenções do cinema clássico. Com isso, ela falha em abranger a diversidade das obras audiovisuais produzidas em ambientes virtuais interativos em tempo real. Assim, o presente estudo busca contribuir com uma melhor compreensão dessa noção, através da análise interpretativa dos seus filmes experimentais e da bibliografia específica. Ele também pretende colaborar com a sua expansão como meio de comunicação e expressão artística. Em um primeiro momento, busca-se evidenciar a associação da noção de machinima com o cinema clássico, através da apresentação dos filmes relevantes durante a sua história e também de uma análise interpretativa das primeiras publicações teóricas. A partir dessa constatação, são apresentadas práticas audiovisuais precedentes e filmes experimentais realizados nos seus anos iniciais. Em seguida, pretende-se demonstrar que o afastamento da narrativa representado pelas obras experimentais de machinima abre espaço para a identificação de outros elementos que possam colaborar com um entendimento mais aprofundado da sua noção. Dessa forma, as seguintes características são apresentadas e analisadas em relação a essa ideia: a performance, a intervenção e o registro. Essa aproximação é prosseguida pela análise interpretativa dos filmes Formation (Difference and Repetition), de Baden Pailthorpe, 30 Seconds or More – One Animation a Day, de Victor Morales e Abstract Livecoded Machinima (Missile Command), de David Griffiths. Ao enfatizar as obras experimentais de machinima, a proposta deste estudo é evidenciar que há uma diversidade de caminhos, entre a narrativa e a experimentação, a serem percorridos pelos artistas com machinima e que a sua noção deve abranger a pluralidade dessas produções audiovisuais. Palavras-chave: Machinima. Cinema Experimental. Arte Digital. Arte Contemporânea. Jogos de Computador. Hackers. Abstract ALMEIDA, F. A. de. Machinima: Between Narrative and Experimentation. 2014. 119 f. Thesis (Master Degree) – Programa de Pós-graduação Interunidades em Estética e História da Arte, Universidade de São Paulo, São Paulo, 2014. Since the first films accomplished in digital games in the 1990s, the concept of machinima has been associated to the conventions of classical cinema. Therewith, it fails to embrace the diversity of audiovisual works produced in real-time interactive virtual environments. Therefore, this study aims to contribute to a deepen comprehension of this concept through an interpretative analysis of its experimental films and also of the specific bibliography. It also intends to collaborate with its expansion as a communication and an artistic expression medium. First, it is aimed to evince the association of the idea of machinima with the classical cinema, through the presentation of the relevant films of its history and also through an interpretative analysis of the first theoretical publications. From this verification, the previous audiovisual practices and experimental movies accomplished in its first years are presented. Then, it is intended to demonstrate that the distance from narrative represented by the experimental works in machinima makes room for the identification of other features that may collaborate to a deepening understanding of its concept. Thus, the following features are presented and analyzed in relation to this idea: the performance, the intervention, and the record. This approximation is followed by the interpretative analysis of the films Formation (Difference and Repetition), by Baden Pailthorpe, 30 Seconds or More – One Animation a Day, by Victor Morales, and Abstract Livecoded Machinima (Missile Command), by David Griffiths. By emphasizing the experimental works in machinima, the proposal of this study is to evince that there is a diversity of paths, between the narrative and the experimentation, to go through by the artists with machinima. Thus, its concept must include the plurality of these audiovisual productions. Keywords: Machinima. Experimental Cinema. Digital Art. Contemporary Art. Computer Games. Hackers. Sumário Introdução ................................................................................................................................. 8 Capítulo 1. Considerações históricas .................................................................................... 13 1.1. Contextualização e revisão bibliográfica ....................................................................... 13 1.1.1. Primeiro período: a definição inicial de machinima ................................................... 14 1.1.2. Segundo período: o aprofundamento das questões iniciais ........................................ 17 1.1.3. Terceiro período: a pluralidade das publicações teóricas do machinima ................... 23 1.1.4. Retomada dos períodos e contextualização desta pesquisa ........................................ 25 1.2. O desenvolvimento da noção de machinima através dos filmes históricos ................... 27 1.2.1. Anos de hackeamento (1996 a 2004) ......................................................................... 28 1.2.2. A popularização da animação amadora em 3D através de jogos (2004 a 2006) ........ 35 1.2.3. A livre forma do machinima (2007 aos dias atuais) ................................................... 37 1.2.4. A influência da narrativa clássica na noção de machinima ........................................ 42 1.3. As práticas dos usuários em jogos digitais .................................................................... 44 1.3.1. Demoscene .................................................................................................................
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