Most Helpful Customer Reviews
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6 of 7 people found the following review helpful:
1.0 out of 5 stars
Very Basic - Not Worth The Time, February 21, 2006
I was looking for a book that gives a intro tutorial on creating machinima, but this book is so basic that it fails even at that basic expectation. It has nice glossy pictures, but most topics of serious interest (e.g., copyright, setup, distribution, etc.) are nothing more than 1-2 pages, with half of each page space dedicated to pictures. I flipped through this book literally in 3 mins, looking for one reason to keep it but to no avail. It's going back to Amazon. I don't want to sound mean, but I want to share my views so that others don't waste their time ordering and returning this.
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5 of 7 people found the following review helpful:
4.0 out of 5 stars
can be done on a small budget, September 3, 2005
The book is a suitable first book on Machinima for those who've never dealt with the subject. It gives a good overview of the main topics in the field. And it shows the overlap with traditional film making in several ways. Most clearly in the necessity for good storyboarding.
But of course, the book also blends in the computer animation aspects. Where now these differ from traditional film animation by having the characters exist in a full three dimensional world.
It might be said that this is also true of mainstream digital animations like those from Pixar or SKG Dreamworks (eg. Shrek). But the book shows that the distinguishing aspect of machinima is its low budget. You and a few capable friends can easily ramp up the computing resources and software for a modest project.
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4.0 out of 5 stars
A great read...but...., November 20, 2007
I purchased this book understanding that there was no way machinima production could be properly covered in 160 pages. This book touched on the various production subjects such as scripting, storyboarding, video editing and so on, but not near enough to do much with the information. Rather I was interested in machinima history, which this book did an excellent job covering. I presume that it was no easy task locating the many machinima examples the authors cited throughout the book. But if the authors had these various machinima examples to pull screen captures from, they could have provided them on a DVD included with the book - this would have brought the value of the book up to par with its current cost.
I moved through the book from the start enjoying the history of machinima. Naturally I was getting excited about producing machinima myself. The authors pointed out that its relatively easy to get started, that it requires little or no budget and that it can be a lot of fun. Then, wham, on page 98/99, it's seemingly all over. Here the authors quote several lawyers who give dire predictions of what happens to those who violate intellectual property rights, with machinima authors having no special privileges. Even Fair Use as an option is shredded. Then, one lawyer is quoted "Check with a lawyer...". Well, there goes the benefits of fun and low budget - any contact with Legal Man is neither fun or inexpensive.
I think it was a critical mistake for the authors to have quoted these lawyers (What did the authors expect them to say?), yet give very little discussion to viable options for avoiding copyright infringement. Ironically these two copyright pages illustrated the popular Red vs. Blue which the author originally attempted to fly under the radar of Microsoft's Halo copyrights, but for whom it worked out. Should I expend 10-100 hours on a machinima piece and hope it works out on the legal front? Prior to pages 98/99 I read every page enthusiastically. Thereafter I was haunted by the thought that my machinima hobby may in some way be an illegal activity.
But, other than the unfortunate turn of events I reluctantly cite above, the book "Machinima" is well written and illustrated and is a great read within its introductory scope.
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