"Machinima" offers an in-depth look at where machinima has come from, how and where it is being employed, and its future. It is one of the first books catering to the demand for practical information on this fast-growing and exciting new moviemaking medium. It examines how machinima has been put to use in recent blockbusters, including "Troy" and "The Lord of the Rings". It takes an in-depth look at the production pipeline of machinima movemaking, taking readers through every step of the process--from screenwriting techniques and storyboarding through character design, lighting, sound effects, and closing credits. It also guides readers to online machinima movies.
Dave Morris is a prolific author of fantasy gaming books and the creator of the acclaimed realtime strategy PC game, Warrior Kings. He has worked in both the videogame and TV industry. He holds a M.A. in Physics from Oxford University and has worked as a best-selling author and game designer for 15 years. He is the co-author of both Game Guru: Role-Playing Games (1592002544) and Game Guru: Strategy Games (1592002536).
Matt Kelland and Dave Lloyd have been a game design and production team for many years, with over 100 games to their credit, including the BAFTA-nominated Merchant Princes. Matt has been a journalist, writing on subjects as diverse as African politics, cookery, and computer games. He is the co-founder of nGame, where he jointly developed some of the first games for mobile phones and interactive television, and managed the company¿s production studio as well as a worldwide network of external developers.
Dave Lloyd and Matt Kelland have been a game design and production team for many years, with over 100 games to their credit, including the BAFTA-nominated Merchant Princes. Dave is a software engineer with twenty years experience, during which time he has developed 3D engines, game servers, and compilers. At nGame, where they were both co-founders, Matt and Dave jointly developed some of the first games for mobile phones and interactive television, and managed the company¿s production studio as well as a worldwide network of external developers. Matt and Dave now run their own company, designing traditional and computer games, creating comics and novels based on computer games, and are leading exponents of the art of machinima ¿ creating animation using game engines.
Introduction PART 1. What Is Machinima? Making Films in a Virtual 3D World Machinima and Games What Does a Game Engine Do? Game Mods Machinima vs. Conventional 3D Animation Machinima vs. Live Action Machinima vs. Pre-rendered Sequences History of Machinima The Machinima Pioneers Case Study: Devils Covenant Machinima Genres Inside the Game Case Study: Battlefield Stuntacular Comedy Case Study: Red vs. Blue Drama Experimental Machinima Case Study: The Journey Machinima Comes of Age Machinima on TV Machinima in Hollywood Machinima and Music Machinima Awards and Festivals The Future of Machinima PART 2. Making Machinima Why Make Machinima? Case Study: Strange Company Limitations of Machinima Machinima Techniques Techniques 1: AI Case Study: The Movies Techniques 2: Puppeteering Case Study: A Great and Majestic Empire Techniques 3: Recamming Case Study: Fountainhead Techniques 4: Scripting Using Game Assets Copyright Production Team Actors Writers Modelers and Artists Animators Programmers Sound Crew Video Editors and Engineers Director/Producer The Machinima Studio Machinima Engines PART 3. The Machinimators Guide The Production Process Knowing Your Limitations Start with the Story Storyboarding Planning an Improvisation Planning a Shoot Case Study: Pappy Boyington Looking Like a Movie Losing the Game Adding Sound Distribution Case Study: No License Further Reading and Web Resources Glossary Index Acknowledgments