Team Liquid - Shop now
Buy used:
$11.83
FREE delivery December 9 - 12. Details
Or fastest delivery December 6 - 10. Details
Used: Very Good | Details
Condition: Used: Very Good
Comment: May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less
Access codes and supplements are not guaranteed with used items.
Kindle app logo image

Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet, or computer - no Kindle device required.

Read instantly on your browser with Kindle for Web.

Using your mobile phone camera - scan the code below and download the Kindle app.

QR code to download the Kindle App

Follow the authors

Something went wrong. Please try your request again later.

Machinima 1st Edition

4.0 4.0 out of 5 stars 6 ratings

"Machinima" offers an in-depth look at where machinima has come from, how and where it is being employed, and its future. It is one of the first books catering to the demand for practical information on this fast-growing and exciting new moviemaking medium. It examines how machinima has been put to use in recent blockbusters, including "Troy" and "The Lord of the Rings". It takes an in-depth look at the production pipeline of machinima movemaking, taking readers through every step of the process--from screenwriting techniques and storyboarding through character design, lighting, sound effects, and closing credits. It also guides readers to online machinima movies.

Amazon First Reads | Editors' picks at exclusive prices

Editorial Reviews

About the Author

Dave Morris is a prolific author of fantasy gaming books and the creator of the acclaimed realtime strategy PC game, Warrior Kings. He has worked in both the videogame and TV industry. He holds a M.A. in Physics from Oxford University and has worked as a best-selling author and game designer for 15 years. He is the co-author of both Game Guru: Role-Playing Games (1592002544) and Game Guru: Strategy Games (1592002536).

Matt Kelland and Dave Lloyd have been a game design and production team for many years, with over 100 games to their credit, including the BAFTA-nominated Merchant Princes. Matt has been a journalist, writing on subjects as diverse as African politics, cookery, and computer games. He is the co-founder of nGame, where he jointly developed some of the first games for mobile phones and interactive television, and managed the company¿s production studio as well as a worldwide network of external developers.

Dave Lloyd and Matt Kelland have been a game design and production team for many years, with over 100 games to their credit, including the BAFTA-nominated Merchant Princes. Dave is a software engineer with twenty years experience, during which time he has developed 3D engines, game servers, and compilers. At nGame, where they were both co-founders, Matt and Dave jointly developed some of the first games for mobile phones and interactive television, and managed the company¿s production studio as well as a worldwide network of external developers. Matt and Dave now run their own company, designing traditional and computer games, creating comics and novels based on computer games, and are leading exponents of the art of machinima ¿ creating animation using game engines.

Product details

  • Publisher ‏ : ‎ Cengage Learning PTR; 1st edition (June 10, 2005)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 160 pages
  • ISBN-10 ‏ : ‎ 1592006507
  • ISBN-13 ‏ : ‎ 978-1592006502
  • Item Weight ‏ : ‎ 1.2 pounds
  • Dimensions ‏ : ‎ 8.25 x 0.75 x 9 inches
  • Customer Reviews:
    4.0 4.0 out of 5 stars 6 ratings

About the authors

Follow authors to get new release updates, plus improved recommendations.

Customer reviews

4 out of 5 stars
6 global ratings

Top reviews from the United States

Reviewed in the United States on February 21, 2014
i am totally new to this the book did offer info that i can use. i wish it was a newer book to take advantage of the newer technology. this book would be good for someone who knows nothing about the subject. would not help someone who has a better knowledge of the subject. this book would make a good primer before reading other books that are more advanced.
Reviewed in the United States on 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.
Reviewed in the United States on February 22, 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.
10 people found this helpful
Report

Top reviews from other countries

Amazon Customer
3.0 out of 5 stars Great Overview on Machinima
Reviewed in the United Kingdom on December 6, 2007
This is a great "overview" on what Machinima is about. The book is a great visual portfolio on what the field of Machinima entails and what it is capable of.

It is however not enough as a "how to" text. You might need a few more detailed books like Dummies guide or Machinima Artistry to learn the skills required. These latter books will give you an introduction to the broad spectrum of tools and methodologies used to create this art form.