Abstract:
Novelties and modernization of existing techniques are major factors driving cinematography forward. Computer 3D animation as a new form of visual expression is especially susceptible to innovation. Real-time movie making in form of machinima evolved from games culture and became its integral part.
In my work I have presented the most important aspects of machinima throughout its history, which shaped this new phenomenon. Machine cinema as a new hybrid medium is a prominent example of experimental approach. It connects two worlds: video games and cinematography. The strong sides and limitations are constantly challenged by machinima creators. This new branch of real-time animation enabled artists to make movies with more easy and flexibility. Machinima as a film making technique is also extremely cheap compared to conventional filmmaking. However many machinimators complain about restrictions like limited facial expressions and visual deficiencies. Also, one of the main drawbacks of using machinima by wider group of creators are legal limitations. Another important aspect of this work lies on the examination of development and influence of real-time movies. With help of comprehensive view from different perspectives of expert machinimators, described or filmed in tangible or digital sources, I was able to compare machinima throughout its short history. By indicating barriers which machinima overcame during early evolution I was able to
investigate development of context in which this technique was used. Some machinima visionaries elevated their works to mainstream publicity gaining recognition of this new medium. Traditional cinematography as a mature and well developed medium seems to dynamically influence machinima.
One of the most important aspects this dissertation’s topic are the motivations behind many machinima productions. This phenomenon which started merely as gamers manifest quickly evolved to satisfy the growing needs of the audience. It was widely used as a toll to communicate with other participant of video games culture. Many machine cinema producers perceived this as an opportunity to comment and reference real world. In some creations references to pop culture are clearly visible and are example of reason why machinima is considered a hybrid form of new media. The logic behind vast amount of creations seems to be more prosaic, like entertainment and spectacle. Nevertheless it was proved that using machinima as an opportunity to educate viewers, document virtual worlds or comment real world events is a desirable and possible value.
It is evident that merging interactivity of video games with cinematic perspective can benefit both artists and audience in multiple ways. This work describes the most advantageous ones like creating new ways for artists to express themselves or educating future cinematographers about film language with cost saving methods. Moreover I tried to relate as well to the more experimental cases of machinima like music videos, commercials and previsualization techniques in big budget movie productions. In the last part I focused on possible future uses and capabilities resulting from using real-time techniques.