Operation Bayshield
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Operation Bayshield
''Operation Bayshield'' is a short 1997 film made by Clan Undead, a group of video game players. The work was created by using the machinima technique of recording a demonstration file of player actions in id Software's 1996 first-person shooter video game '' Quake'', which could replay such files on demand. The group had seen the first known machinima productions, made by United Ranger Films, and decided to make a comedy film. The result, ''Operation Bayshield'', follows a task force's attempts to thwart terrorists who have chemical explosives. Released on January 23, 1997, the work received praise from contemporary ''Quake'' movie review sites and helped to attract others, including Hugh Hancock of Strange Company and members of the ILL Clan, to machinima. It pioneered technical advances in machinima, such as the use of custom digital assets and of lip synchronization. Synopsis ''Operation Bayshield'' centers on a task force's efforts to eliminate a group of terrorists. Offen ...
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Operation Bayshield
''Operation Bayshield'' is a short 1997 film made by Clan Undead, a group of video game players. The work was created by using the machinima technique of recording a demonstration file of player actions in id Software's 1996 first-person shooter video game '' Quake'', which could replay such files on demand. The group had seen the first known machinima productions, made by United Ranger Films, and decided to make a comedy film. The result, ''Operation Bayshield'', follows a task force's attempts to thwart terrorists who have chemical explosives. Released on January 23, 1997, the work received praise from contemporary ''Quake'' movie review sites and helped to attract others, including Hugh Hancock of Strange Company and members of the ILL Clan, to machinima. It pioneered technical advances in machinima, such as the use of custom digital assets and of lip synchronization. Synopsis ''Operation Bayshield'' centers on a task force's efforts to eliminate a group of terrorists. Offen ...
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Ritual Entertainment
Ritual Entertainment was an American video game developer established in 1996 by Robert Atkins, Mark Dochtermann, Jim Dosé, Richard 'Levelord' Gray, Michael Hadwin, Harry Miller, and Tom Mustaine. Based in Dallas, Texas, Ritual Entertainment was formerly known as Hipnotic Interactive, during which period they began development of their signature video game ''SiN''. History Members of the Ritual Entertainment development team have contributed assets to other games such as ''American McGee's Alice'', '' Medal of Honor: Airborne'', '' Tomb Raider: Legend'', and ''25 to Life'', and are also the creators of "Übertools" for id Tech 3, which has been licensed for a number of other games. Shortly after signing Hipnotic, publisher Activision claimed that Hipnotic had been at the core of the ''Duke Nukem 3D'' development team. ''Duke Nukem 3D'' developer 3D Realms vigorously denied this, stating that only five members of Hipnotic Interactive were former staff of 3D Realms, and of these ...
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Blahbalicious
Machinima, originally machinema () is the use of real-time computer graphics engines to create a cinematic production. Most often, video games are used to generate the computer animation. The word "machinima" is a portmanteau of the words ''machine'' and ''cinema''. Machinima-based artists, sometimes called machinimists or machinimators, are often fan laborers, by virtue of their re-use of copyrighted materials (see below). Machinima offers to provide an archive of gaming performance and access to the look and feel of software and hardware that may already have become obsolete or even unavailable. For game studies, "Machinima's gestures grant access to gaming's historical conditions of possibility and how machinima offers links to a comparative horizon that informs, changes, and fully participates in videogame culture." The practice of using graphics engines from video games arose from the animated software introductions of the 1980s demoscene, Disney Interactive Studios' 199 ...
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Source Code
In computing, source code, or simply code, is any collection of code, with or without comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the work of computer programmers, who specify the actions to be performed by a computer mostly by writing source code. The source code is often transformed by an assembler or compiler into binary machine code that can be executed by the computer. The machine code is then available for execution at a later time. Most application software is distributed in a form that includes only executable files. If the source code were included it would be useful to a user, programmer or a system administrator, any of whom might wish to study or modify the program. Alternatively, depending on the technology being used, source code may be interpreted and executed directly. Definitions Richard Stallman's definition, formulated in his 1989 seminal li ...
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Digital Puppetry
Digital puppetry is the manipulation and performance of digitally animated 2D or 3D figures and objects in a virtual environment that are rendered in real time by computers. It is most commonly used in filmmaking and television production, but has also been used in interactive theme park attractions and live theatre. The exact definition of what is and is not digital puppetry is subject to debate among puppeteers and computer graphics designers, but it is generally agreed that digital puppetry differs from conventional computer animation in that it involves performing characters in real time, rather than animating them frame by frame. Digital puppetry is closely associated with character animation, motion capture technologies, and 3D animation, as well as skeletal animation. Digital puppetry is also known as virtual puppetry, performance animation, living animation, aniforms, live animation and real-time animation (although the latter also refers to animation generated by computer ...
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Lip Sync
Lip sync or lip synch (pronounced , the same as the word ''sink'', short for lip synchronization) is a technical term for matching a speaking or singing person's lip movements with sung or spoken vocals. Audio for lip syncing is generated through the sound reinforcement system in a live performance or via television, computer, cinema speakers, or other forms of audio output. The term can refer to any of a number of different techniques and processes, in the context of live performances and audiovisual recordings. In film production, lip syncing is often part of the post-production phase. Dubbing foreign-language films and making animated characters appear to speak both require elaborate lip syncing. Many video games make extensive use of lip-synced sound files to create an immersive environment in which on-screen characters appear to be speaking. In the music industry, lip syncing is used by singers for music videos, television and film appearances and some types of live perf ...
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Visual Effect
Visual effects (sometimes abbreviated VFX) is the process by which imagery is created or manipulated outside the context of a live-action shot in filmmaking and video production. The integration of live-action footage and other live-action footage or CGI elements to create realistic imagery is called VFX. VFX involves the integration of live-action footage (which may include in-camera special effects) and generated-imagery (digital or optics, animals or creatures) which look realistic, but would be dangerous, expensive, impractical, time-consuming or impossible to capture on film. Visual effects using computer-generated imagery (CGI) have more recently become accessible to the independent filmmaker with the introduction of affordable and relatively easy-to-use animation and compositing software. History Early developments In 1857, Oscar Rejlander created the world's first "special effects" image by combining different sections of 32 negatives into a single image, making a m ...
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Texture Mapping
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near-photorealism in real time by vastly reducing the number of polygons and lighting calculations needed to construct a realistic and functional 3D scene. Texture maps A is an image applied (mapped) to the surface of a shape or polygon. This ...
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Interpreted Programming Language
In computer science, an interpreter is a computer program that directly executes instructions written in a programming or scripting language, without requiring them previously to have been compiled into a machine language program. An interpreter generally uses one of the following strategies for program execution: # Parse the source code and perform its behavior directly; # Translate source code into some efficient intermediate representation or object code and immediately execute that; # Explicitly execute stored precompiled bytecode made by a compiler and matched with the interpreter Virtual Machine. Early versions of Lisp programming language and minicomputer and microcomputer BASIC dialects would be examples of the first type. Perl, Raku, Python, MATLAB, and Ruby are examples of the second, while UCSD Pascal is an example of the third type. Source programs are compiled ahead of time and stored as machine independent code, which is then linked at run-time and executed by ...
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QuakeC
QuakeC is a compiled language developed in 1996 by John Carmack of id Software to program parts of the video game '' Quake''. Using QuakeC, a programmer is able to customize ''Quake'' to great extents by adding weapons, changing game logic and physics, and programming complex scenarios. It can be used to control many aspects of the game itself, such as parts of the AI, triggers, or changes in the level. The ''Quake'' engine was the only game engine to use QuakeC. Following engines used DLL game modules for customization written in C, and C++ from id Tech 4 on. Overview The QuakeC source to the original id Software ''Quake'' game logic was published in 1996 and used as the basis for modifications like capture the flag and others. QuakeC source code is compiled using a tool called qcc into a bytecode kept in a file called . The programmers of ''Quake'' modifications could then publish their bytecode without revealing their source code. Most ''Quake'' mods were published thi ...
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Post-production
Post-production is part of the process of filmmaking, video production, audio production, and photography. Post-production includes all stages of production occurring after principal photography or recording individual program segments. The first part of the post-production process is the traditional non-linear (analog) film editing at the outset of post-production has mostly been replaced by digital or video editing software that operates as a non-linear editing (NLE) system. The advantage of being able to have this non-linear capacity is in the flexibility for editing scenes out of order, making creative changes at will, carefully shaping the film in a thoughtful, meaningful way for emotional effect. Once the production team is satisfied with the picture editing, the picture editing is said to be "locked." At this point begins the turnover process, where the picture is prepared for lab and color finishing and the sound is "spotted" and turnover to the composer and sound de ...
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Mod (computer Gaming)
Video game modding (short for "modification") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game. Modding a game can also be understood as the act of seeking and installing mods to the player's game, but the act of tweaking pre-existing settings and preferences is not truly modding. Mods have arguably become an increasingly important factor in the commercial success of some games, as they add depth to the original work, and can be both fun for players playing the mods and as means of self-expression for mod developers. People can become fans of specific mods, in addition to fans of the game they are for, such as requesting features and alterations for these mods. In cases where mods are very popular, players might have to clarify that they are r ...
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