Machinima

ILL Clanmachinima production software toolPaul Marinothe Machinima Archivevideos
Machinima is the use of real-time computer graphics engines to create a cinematic production.wikipedia
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Game demo

demodemosdemo version
Because events and not video frames were saved, the resulting game demo files were small and easily shared among players.

Stanford University

StanfordLeland Stanford Junior UniversityStanford Cardinal
A culture of recording gameplay developed, as Henry Lowood of Stanford University called it, "a context for spectatorship.... The result was nothing less than a metamorphosis of the player into a performer."

Level (video gaming)

levelslevelmap
Another important feature of Doom was that it allowed players to create their own modifications, maps, and software for the game, thus expanding the concept of game authorship.

Maurice Benayoun

The Dump
In parallel of the video game approach, in the media art field, Maurice Benayoun’s Virtual Reality artwork The Tunnel under the Atlantic (1995), often compared to video games, introduced a virtual film director, fully autonomous intelligent agent, to shoot and edit in real time a full video from the digging performance in the Pompidou Center in Paris and the Museum of Contemporary art in Montreal.

Game

multiplayergamesmulti-player
Multiplayer games became popular, and demos of matches between teams of players (clans) were recorded and studied.

Video-gaming clan

clanguildsclans
Multiplayer games became popular, and demos of matches between teams of players (clans) were recorded and studied.

Deathmatch

team deathmatchfree for allfree-for-all
Paul Marino, executive director of the AMAS, stated that deathmatches, a type of multiplayer game, became more "cinematic".

Non-linear editing system

non-linear editingnon-linearnon-linear video editing
Production was supported by dedicated demo-processing software, such as Uwe Girlich's Little Movie Processing Center (LMPC) and David "crt" Wright's non-linear editor Keygrip, which later became known as "Adobe Premiere for Quake demo files".

Adobe Premiere Pro

Adobe PremierePremierePremiere Pro
Production was supported by dedicated demo-processing software, such as Uwe Girlich's Little Movie Processing Center (LMPC) and David "crt" Wright's non-linear editor Keygrip, which later became known as "Adobe Premiere for Quake demo files".

Feature length

feature-lengthfeaturelongest
Among the notable films were Clan Phantasm's Devil's Covenant, the first feature-length Quake movie; Avatar and Wendigo's Blahbalicious, which the QML awarded seven Quake Movie Oscars; and Clan Undead's Operation Bayshield, which introduced simulated lip synchronization and featured customized digital assets.

Quake II

Quake II Mission Pack: Ground ZeroBittermanQuake 2
Released in December 1997, id Software's Quake II improved support for user-created 3-D models.

Quake III Arena

Quake 3Quake III: Team ArenaQuake
The December 1999 release of id's Quake III Arena posed a problem to the Quake movie community.

Computer network

networknetworkingcomputer networking
The game's demo file included information needed for computer networking; however, to prevent cheating, id warned of legal action for dissemination of the file format.

Anime

animatedJapanese animationJapanese animated
The misspelling stuck because it also referenced anime.

Roger Ebert

RogerEbert.comEbertfilm critic
Roger Ebert discussed it in a June 2000 article and praised Strange Company's machinima setting of Percy Bysshe Shelley's sonnet "Ozymandias".

Percy Bysshe Shelley

ShelleyPercy ShelleyP.B. Shelley
Roger Ebert discussed it in a June 2000 article and praised Strange Company's machinima setting of Percy Bysshe Shelley's sonnet "Ozymandias".

Ozymandias

OzymandianOzymandias of Egyptpoem
Roger Ebert discussed it in a June 2000 article and praised Strange Company's machinima setting of Percy Bysshe Shelley's sonnet "Ozymandias".

Showtime (TV network)

ShowtimeShowtime NetworkShowcase
At Showtime Network's 2001 Alternative Media Festival, the ILL Clan's 2000 machinima film Hardly Workin' won the Best Experimental and Best in SHO awards.

Steven Spielberg

SpielbergSpielbergianSteven Spielberg’s
Steven Spielberg used Unreal Tournament to test special effects while working on his 2001 film Artificial Intelligence: A.I. Eventually, interest spread to game developers.

Unreal Tournament

Steven Spielberg used Unreal Tournament to test special effects while working on his 2001 film Artificial Intelligence: A.I. Eventually, interest spread to game developers.

2001 in film

20012001 film2000/01
Steven Spielberg used Unreal Tournament to test special effects while working on his 2001 film Artificial Intelligence: A.I. Eventually, interest spread to game developers.

A.I. Artificial Intelligence

A.I.A.I.: Artificial IntelligenceAI
Steven Spielberg used Unreal Tournament to test special effects while working on his 2001 film Artificial Intelligence: A.I. Eventually, interest spread to game developers.

Unreal Tournament 2003

UT2003
In July 2001, Epic Games announced that its upcoming game Unreal Tournament 2003 would include Matinee, a machinima production software utility.

Game Developers Conference

GDCComputer Game Developers ConferenceGame Developer's Conference
At the March 2002 Game Developers Conference, five machinima makers—Anthony Bailey, Hugh Hancock, Katherine Anna Kang, Paul Marino, and Matthew Ross—founded the AMAS, a non-profit organization dedicated to promoting machinima.

QuakeCon

QuakeCon 2007QCQuakeCon 08
At QuakeCon in August, the new organization held the first Machinima Film Festival, which received mainstream media coverage.