Sunday, June 08, 2008
jonCates Teaches Machinima
jonCates will be teaching a class on machinima this next semester at SAIC.
PLAY, HACK + USE VIDEO GAMES +
VIDEO GAME ENGINES
TO CREATE EXPERIMENTAL NEW MEDIA!
jonCates - Assistant Professor
Film, Video and New Media
FVNM 4866 9 AM - 4 PM TH
MACHINIMA COURSE DESCRIPTION:
Machinima literally combines "machine" and "cinema" using computer-based games to develop film and media art. Machinima views video games and game culture as New Media. Video game engines become artistic toolsets and authoring systems allowing artists to use the underlying code structures to create their own media artworks. Students play video games, learn to render artworks in realtime with low cost, commercially available game engines and free and open source software systems, discuss online distribution, and screen machinima artworks. Prerequisite: FVNM 2100
Course Info. Here
Related: Isabelle Arvers (machinima curator),
Reading list for Jens Hauser's machinima class:
Clarke, Andy & Grethe Mitchell: Videogames and Art: Intersections and Interactions, Intellect Books, 2005.
Grau, Oliver: MediaArtHistories. Cambridge, 2007.
Jenkins, Henry: Convergence Culture: Where Old and New Media Collide. New York University Press, 2006.
Marino, Paul: 3D Game-Based Filmmaking: The Art of Machinima. 2005.
Wardrip-Fruin, Noah & Patb Harringan: First Person. New Media as Story, Performance and Game. Cambridge, 2004.
Flanagan, Mary: The Bride Stripped Bare to her Data: Information Flow + Digibodies. In: Mitchell, Robert & Philipp Thurtle: Data made Flesh. Embodying Information. S. 153-180.
Wegenstein, Bernadette: If you won't Shoot me, at least Delete me. Performance Art from 1960s Wounds to 1990s Extensions. In: Mitchell, Robert & Philipp Thurtle: Data made Flesh. Embodying Information. S. 201-227.
Mark Wolf J.P. & Bernard Perron: The video game theory reader. London, 2003.
Joost Raessens & Jeffrey Goldstein: Handbook of computer game studies. Cambridge, 2005.
Mary Anne Moser/Douglas Mac Leod: Immersed in Technology. Arts and Virtual Environments. Cambridge, 1996.