Machinima, meaning "machine cinema," is the technology of using computers to create cinematic features. This book teaches readers, who may be hobbyists in the art, how to use their talents to produce lifelong careers from what they love.
Digital film cameras have thrown the artistic doors open to anyone with a modest amount of money, a good eye, and a creative mind, enabling them to make their own polished and sophisticated films. This book analyzes the opportunities in digital moviemaking for both casual hobbyists and those hoping to make a living by working in the field. It offers strategies for getting involved in the business, and detailed, practical advice for learning the necessary skills, marketing oneself and ones product, making contacts, and building a viable career.
Introduces readers to fan fiction writing, the creation of original stories based on characters and settings from popular fiction, television programs, films, or video games, and suggests ways that this creative activity might lead to a career in writing.
Introduces readers to skinning and modding, the practices of modifying the appearance or function of existing software, and suggests ways that these creative activities might lead to a career in web design or game programming.
Provides an overview of alternate reality gaming, and describes the knowledge, skills, education, and experience needed to pursue a career in this field.
Provides an overview of digital sound careers, including DJs, music producers, and recording engineers, and describes the knowledge, skills, and experience needed to pursue a career in these fields.
Schools remain notorious for co-opting digital technologies to «business as usual» approaches to teaching new literacies. DIY Media addresses this issue head-on, and describes expansive and creative practices of digital literacy that are increasingly influential and popular in contexts beyond the school, and whose educational potential is not yet being tapped to any significant degree in classrooms. This book is very much concerned with engaging students in do-it-yourself digitally mediated meaning-making practices. As such, it is organized around three broad areas of digital media: moving media, still media, and audio media. Specific DIY media practices addressed in the chapters include machinima, anime music videos, digital photography, podcasting, and music remixing. Each chapter opens with an overview of a specific DIY media practice, includes a practical how-to tutorial section, and closes with suggested applications for classroom settings. This collection will appeal not only to educators, but to anyone invested in better understanding - and perhaps participating in - the significant shift towards everyday people producing their own digital media.
This important new work focuses on the pioneers in machinima, considered to be the grassroots and beginnings of virtual production. Machinima’s impacts are identified by the community, supplemented by Harwood and Grussi’s research and experience over a period of 25 years – from game, film and filmmaking to digital arts practice, creative technologies developments and related research and theory. Machinima is the first digital cultural practice to have emerged from the internet into a mainstream creative genre. Its latest transformation is evident through the increasing convergence of games and film where real-time virtual production as a professional creative practice is resulting in new forms of machine-generated interactive experiences. Using the most culturally significant machinima works (machine-cinema) as lenses to trace its history and impacts, ‘Pioneers in Machinima: The Grassroots of Virtual Production’ provides in-depth testimony by filmmakers and others involved in its emergence. The extensive reference to source materials and interviews bring the story of its impacts up to date through the critical reflections of the early pioneers. This book will be of interest to machinima researchers and practitioners, including game culture, media theorists, students of film studies and game studies, digital artists and those interested in how creative technologies have influenced communities of practice over time.
Machinima, meaning machine cinema, is the technology of using computers to create cinematic features. This book teaches readers, who may be hobbyists in the art, how to use their talents to produce lifelong careers from what they love.