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Peter Krapp

Print publication date: 2011

Print ISBN-13: 9780816676248

Published to Minnesota Scholarship Online: August 2015

DOI: 10.5749/minnesota/9780816676248.001.0001

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Machinima and the Suspensionsof Animation

Machinima and the Suspensionsof Animation

(p.93) 5 Machinima and the Suspensionsof Animation
Noise Channels

Peter Krapp

University of Minnesota Press

This chapter focuses on the production of digital animation within computer games that can take documentary, fictional, or experimental forms, a practice known as machinima. A portmanteau for machine/cinema, machinima is a thriving form of digital animation or filmmaking in real time using an ordinary PC, as virtual cameras record performances inside an off-the-shelf game engine, even without render farms or other expensive postproduction facilities. This chapter considers questions of interface design and usability in computer-mediated communication in general and gaming in particular. It also discusses at least two reasons to look at the emergent practice of machinima from the vantage point of gestures. On one hand, gestures and their citability mark the performative space of theater or cinema that is cited by machinima. On the other hand, precisely calibrated in-game gestures remain particularly difficult, even for highly accomplished examples of machinima such as Paul Marino’s music video “I’m Still Seeing Breen”.

Keywords:   digital animation, computer games, machinima, filmmaking, interface design, usability, computer-mediated communication, gestures, theater, cinema

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