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3D Game-Based Filmmaking: The Art of Machinima: Creating Animated Films with 3D Game Technology
 
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3D Game-Based Filmmaking: The Art of Machinima: Creating Animated Films with 3D Game Technology [Paperback]

Paul Marino
4.0 out of 5 stars  See all reviews (2 customer reviews)

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Product details

  • Paperback: 500 pages
  • Publisher: Paraglyph Press; 1 edition (8 April 2009)
  • Language English
  • ISBN-10: 1932111859
  • ISBN-13: 978-1932111859
  • Product Dimensions: 22.8 x 17.8 x 3.2 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 1,188,664 in Books (See Top 100 in Books)

Product Description

Product Description

The Machinima approach to creating movies promises to revolutionize the computer animation industry and this book will serve as the industry bible for emerging filmmakers. It expertly covers the very latest technology in filmmaking, from the history of Machinima, who the major players are, and where the Machinima movement is going. Conventional filmmakers are quickly adopting this medium as a much easier and economical way to produce animation films. This book contains a wealth of tips, tricks, and solid techniques to creating your own Machinima films from some of the best creative minds in the industry. Numerous hands-on projects are provided to show readers how to expertly create, edit, and view their own films. Some of the hot topics covered include developing actors, preparing sets, incorporating audio, adding special audio and visual effects, using the best post production techniques, using the best game engines, and much more.


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Customer Reviews

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Most Helpful Customer Reviews
1 of 1 people found the following review helpful
This books is a good beginners guide to Machinima IF you have the right tools that are used and explained in the book. i.e. Unreal Ed, Machinimation (a demo is provided on the CD). If however you do not wish to buy these tools then this books is not the best facilitator to start with.
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I ordered the book to help learn Machinima for a project and to understand how to work with Unreal Tournament 2004. The step by step method is helpful for first time users. After reading the book, I kept it as a reference manual and have worn the corners of the book. The book is a good starting point for anyone looking into making their own Machinima.
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Amazon.com:  6 reviews
20 of 24 people found the following review helpful
Will save beginners from countless Google searches 30 Sep 2004
By David Reed - Published on Amazon.com
I heard of machinima about a week ago in the Economist magazine which also featured comments from Paul Marino, this book's author. A week later and I've got the book, but I'm a little let down but what the book has added to my knowledge.

I'd say someone who has only heard of machinima and hasn't designed their own level in a 3D game would get tons of gems from this book. Whereas poor me with a week's worth of Google searches looking for tutorials on UnrealEd 3.0 and so forth - well I only got enough information to round out my status as a serious machinima beginner.

In fairness, however, after a couple of hours with the book I was able to get the finishing touches I was looking for and successfully burned my first machinima movie to DVD. So it was a small boost I got but a very welcome one (the boost included my spending $29 for the full version of Fraps). So, yeah it will give you the tools in one place to get a finished product.

I am disappointed that Marino ends the book with a tutorial on character modeling. The tutorial is well-written but by its end you'll be looking at a cute character cast in concrete (no words on skinning or rigging, etc). Worse this character will be stranded in a program called Silo (by the way blender from blender.org seems just as good and is cross-platform and a free download) with no hint of the challenge of getting this spaceman into a 3D level designer.

The machinima community would be better served with a tutorial on how to get custom sounds and meshes into UnrealEd et al, and how to do lipsynching.

In short too much time spent teaching you how to use tools (tools generally come with their own instructions and tutorials anyway).

I was also disappointed to find no samples of machinima movies on the cd. These are such a pig to download after all. How about including one and then some kind of analysis about what makes that one sample special.

The book is called the Art of Machinima but it seems more like the Activity of Futzing with Tools.
6 of 6 people found the following review helpful
Unique and informative 9 Nov 2004
By Jack D. Herrington - Published on Amazon.com
This is well written walkthrough of filmmaking with game engines like Quake and Unreal. It starts with a basic introduction to the field. He then goes into installing and using the Machinimation application that you will use to choreograph your film.

The book then follows the path of increasing complexity, starting with moving lights around, then adding actors, animating the actors, controlling the characters and adding visual effects. He then continues all the way through to capturing the video and audio and completing the filmmaking process.

One of the best chapters is the section of cinematography where the author strays from the introductory form to give practical advice about how to make a better film. The chapter on character development is also excellent, showing the development of a character from rough sketches to a full three dimensional model.

I enjoyed this book. It was a well written introduction to a whole new field of artistic expression. Definitely a must buy for those interested in the field. Those who are curious may want to browse it, but won't find enough outside of the strict walkthrough to make it worth the price.
8 of 9 people found the following review helpful
All Aboard!! 8 Oct 2004
By Benjamin L. Grussi - Published on Amazon.com
Marino does a superb job of detailing Machinima's short history, hitting on the high points in its growth from a spark to a major media storm banging down on mainstream media's door.

3D Game-Based Film Making covers most of the basics in the creation of a machinima film while at the same time informing the reader of the many ways that machinima and conventional filming share some of the same techniques and history but also showing the power that machinima welds that sets it apart.

The tutorials in the book are geared for people just getting their feet wet in this vast new medium. Marino takes a slow but meaningful pace so that readers can "walk through" the lessons and have a chance to review the steps they have just taken without getting lost in the process.

The book does have it's shortfalls but I guess this is due to the world of machinima being so vast. Having some of the tutorials examples on the disc would have been nice to have something to compare you work to. Also having some machinima films to watch so there can be some visual reinforcement of what you are trying to create but I suspect it was due to legal issues that they could not be included.

Overall well worth the price for the beginner who is just getting into the medium. The amount of information is staggering but when you go through it, it enriches the journey of discovery into this brave new world.
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