Machinima (machine cinema - animation genre), as a popular amateur filmmaking technique where user-created content is authored with the help of video game engines, has gained an increasing amount of attention from video game developers, but has been successfully implemented into the creative arts curriculum as well over the past few years. Although many video games include machinimation modules or some form of support for amateur machinima productions, these vary significantly in terms of usability in the frames of higher education.
This paper explores the assumptions for the utilization of Machinima authoring software in the frames of creative arts courses and in the context of creativity. This paper analyses how the design features of machinima platforms influence creativity and preferences in terms of platform selection by students of a machinima design course.