Shattered Machinima Grant Cahill, Mikkel Garcia, Joseph LaConte.

Slides:



Advertisements
Similar presentations
By Gary J Pitchforth. Made using many games such as Halo, The Sims, Battlefield, Half-Life, Unreal, Grand Theft Auto, The Movies and unfortunately World.
Advertisements

Introduction to 3DS Max for Game 1 Matakuliah : T0952 – Multimedia 3D Modelling and Animation Tahun: 2009.
Java Basic Training HaiNH - FQA. Agenda Introduction to Java Java Programming Environment Language Fundamental Object Oriented Programming with Java.
Game Project Tuesday Sept 18,  Game Idea  Team  Understanding available engine options  Understanding the Pipeline  Start the process Cycle.
Kashif Jalal CA-240 (072) Web Development Using ASP.NET CA – 240 Kashif Jalal Welcome to week – 2 of…
SM3120 Game Level Design Machinima (Reference:
Python Jordan Miller and Lauren Winkleman CS 311 Fall 2011.
Basic concept Technologies we have used The Design Problems, challenges & solutions Educational Gain.
3D Computer Animation Turgut Tezir.
Development of mobile applications using PhoneGap and HTML 5
Gearbox Software PRODUCTION PIPELINE – JOBS TITLES – JOB DESCRIPTIONS.
By: Whitney Price THE ART INSTITUTE OF ATLANTA. ABOUT The Art Institute of Atlanta offers many programs that involve all different types of art. Such.
IAT 241 Animation Production  Strategies  Resources  Process.
 The background and thinking that go into producing a documentary ▪ The idea ▪ The format in which the idea is presented ▪ The trends that may have affected.
Option Topic 2 Authoring and Multimedia
Lesson 1: Intro to Animation
Groovy WHAT IS IT? HOW DOES IT WORK? IS IT USEFUL?
Topic 2 Digital Production Process - part 1. Contents Production Strategies. Hardware, Software & Human Resource Requirements.
There are only 10 types of people in the world, those who understand binary and those who don't.
The Rise and Fa … well just the Rise of Machinima Sept. 8th History of Machinima.
DYNAMICS Part I Physics Engine By Willis (The Magnificent) Louie Fei (The Coyote) Liao.
24/02/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. -
Facial animation retargeting framework using radial basis functions Tamás Umenhoffer, Balázs Tóth Introduction Realistic facial animation16 is a challenging.
Film: Distribution. 1.The Majors Film: 2.Independents 3. Selling A Film 5. Logistics 4. Launching A Film.
Master Thesis Defense Jan Fiedler 04/17/98
Scientific Writing Abstract Writing. Why ? Most important part of the paper Number of Readers ! Make people read your work. Sell your work. Make your.
Platforms for Educational Games Richard M. Levy, Ph.D. MCIP Why is this an issue at all Expectations of Students Educational Game Market Resources of Academic.
AN OVERVIEW OF GAME DEVELOPMENT
Permission granted to reproduce for educational use only.© Goodheart-Willcox Co., Inc. Technical Terms Camcorder: An appliance intended solely for capturing.
Introduction to Systems Analysis and Design
StoryFlow: Tracking the Evolution of Stories IEEE INFOVIS 2013 Shixia Liu, Senior Member, IEEE, Microsoft Research Asia Yingcai Wu, Member, IEEE, Microsoft.
A Multi-agent Approach for the Integration of the Graphical and Intelligent Components of a Virtual Environment Rui Prada INESC-ID.
Games Development 2 Review & Revision Strategy CO3301 End of Semester 1.
CIS 112 Exam Review. Exam Content 100 questions valued at 1 point each 100 questions valued at 1 point each 100 points total 100 points total 10 each.
TC 448 Machinima Sept. 1st Class overview. Definition “Animated film making within a real- time virtual 3D environment “ – Paul Marino My Definition:
The History of Machinima A PowerPoint Presentation By Josh Craighead.
DIGITAL CINEMA.
WORLD OF THE VIRTUAL BRAIN
An Introduction to Point-and-Click Game Engines
COMP Project Status Overview April 1, 2005.
Autodesk - Maya How and what is Maya used for?. Introduction Autodesk Maya, is a 3D computer graphics software that can run on most computers. It was.
Designing Design Tools. What is design tools? Why do we need them?
Physics Michael Vernier Robert Weekley Michael Ford.
1 Topics: Introduction to Game Engine Course Overview What is a game engine? Advantages and Disadvantages Torque Game Engine.
Choosing a Formal Method Mike Weissert COSC 481. Outline Introduction Reasons For Choosing Formality Application Characteristics Criteria For A Successful.
Introduction to Software Engineering Muhammad Nasir Agile Software Development(2)
Pertemuan ke-2 Creative Animasi Nuryadi, S.Sos., M.I.Kom.
Programming Language Theory 2014, 1 Chapter 1 :: Introduction Origin : Michael L. Scott School of Computer & Information Engineering,
Mobilizing Your SAS® Business Analytic Reports Falko Schulz Sr. Systems Engineer SAS Australia & New Zealand.
Fundamental of Java Programming (630002) Unit – 1 Introduction to Java.
Agent Vision in 3D Environments Paul Werbicki Supervisor: Dr. Rob Kremer Department of Computer Science University of Calgary.
The Holodeck “Merging previously disparate technologies of communication and representation into a single medium.”
Film as Art: Creativity, Technology, and Business
Binary Notation and Intro to Computer Graphics
Games Development 2 semester 1 Review & Revision
Ruby, Rails, GUIs, and More
Why Modern Web Apps Are Best Built Using Rails In 2018.
Designing Design Tools
Web Development Using ASP .NET
Game2Learn Alex Godwin.
SPIN Spelling.
Programming Languages
Pixar’s “A Bug’s Life” (with procedural models abounding)
Blender API: Part 2: Game Engine
Chapter I Introduction
2. Organization Lead: Introduction containing the most important or most interesting information More facts Supporting information or background.
Computer Graphics Lecture 15.
School of Computer & Information Engineering,
COMPUTER GRAPHICS with OpenGL (3rd Edition) Donald Hearn M
Changing Education Paradigms
Presentation transcript:

Shattered Machinima Grant Cahill, Mikkel Garcia, Joseph LaConte

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ Overview Machinima Introduction Evaluation Samples Sample Demo Shattered Hierarchy Ruby Ogre3D Shattered Ruby Project Demo

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ Introduction to Machinima Observation: “ Capturing live action, even if it takes place in a virtual world, is a kind of filmmaking.” Origin of Term: Machine + cinema: Coined in 1998 by Hugh Hancock and Anthony Bailey.

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ Introduction to Machinima What is Machinima? Machinima (muh-sheen-eh-mah) is filmmaking within a real-time, 3D virtual environment, often using 3D video-game technologies. In an expanded definition, it is the convergence of filmmaking, animation and game development. Machinima is real-world filmmaking techniques applied within an interactive virtual space where characters and events can be either controlled by humans, scripts or artificial intelligence.

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ Introduction to Machinima Interesting Fact “The Unreal engine was used by director George Lucas for pre-visualisation of Star Wars movies and by some other directors.”

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ Evaluating Machinima Advantages Eliminates the rendering process Lower overhead Faster production time Capable of producing dynamic effects Provide resolution independent* Yield smaller distribution size* Allow easier film making *Dependant upon delivery method

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ Evaluating Machinima Disadvantages Limited capability Hardware requirements

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ Sample Machinima View machinima at: machinima.com Machinima of interest: Medival Weapon Airs on Spike TV Everquest II Engine Hurtaugh and Tiggs Red vs Blue Commercial DVD Halo Engine Four Seasons Blood Spell To Be Full Feature Neverwinter Nights Engine

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ Medieval Weapon Remember Lethal Weapon? Spin off on the good ole fashioned hijinx that we know and love! Medieval Weapon: Episode 1

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ Shattered Game Hierarchy

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ The Ruby Language Pure object oriented Dynamically typed Interpreted Has gained popularity because of Rails

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ Ogre 3d – An open 3d engine Free to use Heavily supported Active community Object Oriented OpenGL/Direct3d support Many many features.

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ Shattered Ruby Game creation framework Built with Ruby, and using Ogre Simplifies prototyping of games Follows agile principles Uses Model View Controller Paradigm

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ A Short Simple Shattered Sample class DirtyRubyView <... material :dirty_ruby_material, :template => :basic, :texture => "dirty_ruby.png" mesh "dirty_ruby" end class ObservationState <... actor :dirty_ruby camera :position => [-10,0,0], :looking_at => :dirty_ruby end

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ Conclusion Machinima Shattered Ruby Ogre3D

Grant Cahill, Mikkel Garcia, Joey LaConte "Shattered Machinima" 5/8/ References Machinima d= Shattered Ruby Ogre3D