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USING MACHINIMA AS AN EDUCATIONAL MODEL FOR FILM, ANIMATION, AND ARCHITECTURE STUDIES: MACHINIMA101

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2010

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IATED-INT ASSOC TECHNOLOGY EDUCATION & DEVELOPMENT

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Machinima, which is known as shooting 3D films, in a virtual environment, using game technologies has already become an art form and an independent film making method. Following the footsteps of computer games which evolve as the most dynamic and controversial form of new media, Machinima, a subculture before is now accepted as a genre by several festivals worldwide. Because of its hybrid structure, based on the game technologies and tools, It can cover the language of film and the techniques of animation. After making a brief definition of Machinima and telling about its areas of usage by giving some examples, the paper discusses and focuses on the potential use of Machinima in film and animation education as a supporting course which the students could benefit as a cheap and easy way to shoot their films, or previsualize their ideas by making moving storyboards. Developing their 3D modelling and animation skills is another benefit the students could provide from Machinima. Bridging the educational gap between games and cinema which get along very well in entertainment business could also be a inspirational connection for both. Another focus emphasized in the paper is the usage of Machinima in architectural education as a representation tool. It is widely discussed that a 'fly-through' or a 'walk-through' presentation of a construction doesn't give the feeling of space. Lack of narration has already lead architects to game editors and make some experiments with them. Machinima as an arcitectural course could also be a useful and supportive method for filmic representations of space both for customers and architects. In conclusion, the paper proposes a hybrid course and its syllabus for both architecture and cinema (which includes animation) education and searches the possibilities beyond.

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