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Machinima Design with Moviestorm

Předmět na Fakulta humanitních studií |
YBK041

Sylabus

In this lecture students will be introduced to historical and contemporary developments of Machinima film scene and learn to produce short animated video in software Moviestorm. History of Machinima Productions.  Current Evolution of Machinima Scene. Ludic and Filmic Machinima.  Software Tools and their Support of Creativity. Machinima Application as Creative Software:

1) Introduction to Machinima Scene and software Moviestorm

2) Creative Modules of Moviestorm I.

3) Creative Modules of Moviestorm II.

4) Animation Principles of Moviestorm

5) Project design and development

6) Storyboarding

7) 3D scenes design

8) Avatar Design

9) Interaction Design

10) Forms of interaction

11) Camera-work, shot composition

12) Videorecording, editing and export   * Bibliography: Lowood, H., High-Performance Play: The Making of Machinima. <http://www.stanford.edu/~lowood/Texts/highperformanceplay_finaldraft.pdf accessed 10 August 2010>. Marino, P., 3-D Game-based Filmmaking: The Art of Machinima. Paraglyph Press,

2004. Mitchell, G. and A. Clarke, ‘Videogame Art: Remixing, Reworking and other Interventions’, in Level Up: Digra Conference Proceedings. 338-349, University of Utrecht, Utrecht, The Netherlands, 2003,. Riha, D. ‘Machinimation Tools and their Impact on Creativity’, in New Media and the Politics of Online Communities. A. Mousoutzanis and D. Riha (ed), 127-136, Inter-Disciplinary Press,. Oxford: UK,

2010.

Anotace

This course is designed for those students who have the interest in animation movies. The production process is realized in a software

Moviestorm, that allows to produce original animation without prior knowledge of 3D animation softwares.