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



Machinima, a creative technology
Nelson Zagalo, University of Minho, Portugal




Second Life, UTAD Island                                       15 Nov 2012
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.
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.
1. Real-time rendering engines




Diary of a Camper (1996), one the first know machinima, created with Quake
engine.
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.
3. Machinima, a remixing collaborative process
Assets are remixed, reutilized and transformed.
3. Machinima, a remixing collaborative process




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.
Machinima from
fans to industry
Machinima revolutionizing film software




                      Source Filmmaker, www.sourcefilmmaker.com

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




LEGO Star Wars: The Quest for R2-D2 (2009)                    LEGO Star Wars: The Video Game (2005)




LEGO Indiana Jones and the Raiders of the Lost Brick (2008)   LEGO Indiana Jones: The Original Adventures (2008)
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.
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.
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.
SLACTIONS 2012: Research conference on virtual worlds – Life, imagination, and work using metaverse platforms



Machinima, a creative technology

Nelson Zagalo, nzagalo@ics.uminho.pt

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

H. http://nelsonzagalo.googlepages.com

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




Universidade do Minho

Machinima, a Creative Technology

  • 1.
    SLACTIONS 2012: Researchconference on virtual worlds – Life, imagination, and work using metaverse platforms Machinima, a creative technology Nelson Zagalo, University of Minho, Portugal Second Life, UTAD Island 15 Nov 2012
  • 2.
    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.
  • 3.
    1. Real-time renderingengines 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.
  • 4.
    1. Real-time renderingengines Diary of a Camper (1996), one the first know machinima, created with Quake engine.
  • 5.
    2. Pre-fabricated worldsand behaviours Artifacts are created on top of pre-existing content previously created by video game companies or single persons online.
  • 6.
    3. Machinima, aremixing collaborative process Assets are remixed, reutilized and transformed.
  • 7.
    3. Machinima, aremixing collaborative process 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.
  • 8.
  • 9.
    Machinima revolutionizing filmsoftware Source Filmmaker, www.sourcefilmmaker.com Review: http://virtual-illusion.blogspot.pt/2012/07/source-film-maker-por-joao-morais.html
  • 10.
    Professional machinimations LEGO StarWars: The Quest for R2-D2 (2009) LEGO Star Wars: The Video Game (2005) LEGO Indiana Jones and the Raiders of the Lost Brick (2008) LEGO Indiana Jones: The Original Adventures (2008)
  • 11.
    Industry changing andadopting 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.
  • 12.
    Machinima going VirtualCinema 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.
  • 13.
    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.
  • 14.
    SLACTIONS 2012: Researchconference on virtual worlds – Life, imagination, and work using metaverse platforms Machinima, a creative technology Nelson Zagalo, nzagalo@ics.uminho.pt B. http://virtual-illusion.blogspot.pt H. http://nelsonzagalo.googlepages.com F. http://www.facebook.com/nelsonzagalo Universidade do Minho

Editor's Notes

  • #13 Para tal, desenvolveu-se uma primeira abordagem estética das artes, assentes na base comunicacional sintáctica .