Machinima.com
Machinima, Inc. was an American multiplatform online entertainment network owned by WarnerMedia. The company was founded in January 2000 by Hugh Hancock and was headquartered in Los Angeles, California. It originated as a hub for its namesake, machinima, which uses and manipulates video-game technology to create animation, as well as featuring articles on machinima and content about film and technology. The website initially helped to bring attention to machinima as an art form and to encourage productions based on game engines other than those of id Software's first-person shooter computer game series '' Quake''.Marino, 12–13 Over time, the website's focus shifted to general entertainment programming centered around video game culture, comic books and fandom. In 2016, the company was acquired by Warner Bros. Digital Networks. In turn, Warner Media was acquired by AT&T in 2018. That December, the company would be re-organized into Otter Media and eventually subsumed by its mul ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Machinima
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' 19 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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List Of Machinima Festivals
This is a list of film festivals dedicated to machinima, the use of real-time 3-D engines in filmmaking. The Academy of Machinima Arts & Sciences (AMAS) regularly holds such festivals, and recognizes exemplary machinima works through awards nicknamed the Mackies. Machinima Expo ThMachinima Expo(or "MachinExpo") is an annual international machinima festival started in 2008. In 2010 the organization expanded and is now run with help of a large team of volunteers. Submission is accepted during the summer months and the event takes place in November on the Internet and in the virtual world of Second Life". 2008 Jury Award Nominees *''Liberty City'', directed by Claus-Dieter Schulz Liberty City *''An UnfairWar'', directed by Thuyen Nguyen *''The SnowWitch'', directed by Michelle Pettit-Mee *''Tiny Nation'', directed by Kerria Seabrooke *''Among Fables and Men'', directed by Tobias Lundmark *''Clear Skies'', directed by Ian Chisolm *''Beast'', directed by Leo Lucien-Bay *''The DumbMan ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Strange Company
Strange Company was a group of machinima creators and distributors based in Edinburgh, Scotland. They are known in the medium as the longest-standing machinima production company, having produced machinima films since 1997, and for creating the Machinima.com website, which distributes such films on the internet since 2000. History ''Strange Company'' was founded by Hugh Hancock in 1997, at the time a student at the University of Edinburgh and a part-time journalist with an interest in the computer game '' Quake'', and Gordon McDonald, a commercial film-maker and soundscape artist. Following Hancock's coining of the term "machinima" with Anthony Bailey of Quake done Quick, Hancock and McDonald founded the Machinima.com website in 2000, a hub for machinima producers on the internet. Having worked on commercial animation production since 1999, ''Strange Company'' currently focuses on the creation of machinima productions. The company has produced animation for companies and o ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Paul Marino
Paul Marino (born March 10, 1980) is a film director, producer, animator, voice actor, and author currently focused on machinima, the art of using engines from video games to create films. He is a co-founder and the executive director of the Academy of Machinima Arts & Sciences (AMAS), a non-profit organization formed in 2002 to promote and organize the growth of machinima. Marino also co-founded the ILL Clan, a machinima production group, and, working under the pseudonym ILL Robinson, helped to create a number of the group's machinima pieces. In particular, he directed '' Hardly Workin''', an August 2000 comedy video that won a Best in SHO award in Showtime's alt.SHO.com Alternative Media Festival, held on February 8, 2001, and an award for Best Acting at the AMAS's 2002 Machinima Film Festival. Independently of the ILL Clan, Marino has worked on other machinima projects. Using Valve's first-person shooter ''Half-Life 2'', he created ''I'm Still Seeing Breen'', a 2005 mu ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Multi-channel Network
A multi-channel network (MCN) is an organization that works with video platforms to offer assistance to a channel owner in areas such as "product, programming, funding, cross-promotion, partner management, digital rights management, monetization and sales, and audience development," in exchange for a percentage of the ad revenue from the channel. Name origin The term "multi-channel network" (MCN) was coined by former YouTube employee and Next New Networks co-founder Jed Simmons. It has since become standard vocabulary in the YouTube ecosystem. At the time of YouTube's acquisition of Next New Networks (2011), the word "Network" had a confusing meaning inside of YouTube considering its engineering culture. Prior to 2011 many names were used to describe YouTube channel companies, including Online Video Studio (OVS), Internet Television Company (ITC), YouTube Network or simply Network. Due to confusion both in the market and internally, YouTube senior executive Dean Gilbert ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Subsidiary
A subsidiary, subsidiary company or daughter company is a company owned or controlled by another company, which is called the parent company or holding company. Two or more subsidiaries that either belong to the same parent company or having a same management being substantially controlled by same entity/group are called sister companies. The subsidiary can be a company (usually with limited liability) and may be a government- or state-owned enterprise. They are a common feature of modern business life, and most multinational corporations organize their operations in this way. Examples of holding companies are Berkshire Hathaway, Jefferies Financial Group, The Walt Disney Company, Warner Bros. Discovery, or Citigroup; as well as more focused companies such as IBM, Xerox, and Microsoft. These, and others, organize their businesses into national and functional subsidiaries, often with multiple levels of subsidiaries. Details Subsidiaries are separate, distinct legal ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Quake II
''Quake II'' is a 1997 first-person shooter video game developed by id Software and published by Activision. It is the second installment of the ''Quake'' series, but not a direct sequel to '' Quake''. The game's storyline is continued in its expansions and '' Quake 4''. The soundtrack for ''Quake II'' was mainly provided by Sonic Mayhem, with some additional tracks by Bill Brown; the main theme was also composed by Bill Brown and Rob Zombie, and one track by Jer Sypult. The soundtrack for the Nintendo 64 version of the game was composed by Aubrey Hodges, credited as Ken "Razor" Richmond. Gameplay ''Quake II'' is a first-person shooter, in which the player shoots enemies from the perspective of the main character. The gameplay is very similar to that featured in ''Quake'', in terms of movement and controls, although the player's movement speed has been slowed down, and the player now has the ability to crouch. The game retains four of the eight weapons from ''Quake'' (th ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Quake (video Game)
''Quake'' is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the ''Quake'' series, it was originally released for MS-DOS, Microsoft Windows and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998. In the game, players must find their way through various maze-like, medieval environments while battling monsters using an array of weaponry. The overall atmosphere is dark and gritty, with many stone textures and a rusty, capitalized font. ''Quake'' takes inspiration from gothic fiction and the works of H. P. Lovecraft. The successor to id Software's ''Doom'' series, ''Quake'' built upon the technology and gameplay of its predecessor. Unlike the ''Doom'' engine before it, the ''Quake'' engine offered full real-time 3D rendering and had early support for 3D acceleration through OpenGL. After ''Doom'' helped popularize multiplayer deathmatches, ''Quake'' added various multiplayer options. Onli ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Game Demo
A game demo is a trial version of a video game that is limited to a certain time limit or a point in progress, which leads to the player buying the game if they liked it. A game demo comes in forms such as shareware, demo disc, downloadable software and tech demos. Distribution In the early 1990s, shareware distribution was a popular method for publishing games for smaller developers, including then-fledgling companies such as Apogee Software (now 3D Realms), Epic MegaGames (now Epic Games), and id Software. It gave consumers the chance to try a trial portion of the game, usually restricted to the game's complete first section or "episode", before purchasing the rest of the adventure. Racks of games on single 5" and later 3.5" floppy disks were common in many stores, often very cheaply. Since the shareware versions were essentially free, the cost only needed to cover the disk and minimal packaging. Sometimes, the demo disks were packaged within the box of another gam ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Multiplayer Video Game
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's '' Tennis For Two'' and 1972's '' Pong''), ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Cheating In Online Games
Cheating in online games is the subversion of the rules or mechanics of online video games to gain an unfair advantage over other players, generally with the use of third-party software. What constitutes cheating is dependent on the game in question, its rules, and consensus opinion as to whether a particular activity is considered to be cheating. Cheating is present in most multiplayer online games, but it is difficult to measure. Various methods of cheating in online games can take the form of software assistance, such as scripts and bots, and various forms of unsporting play taking advantage of exploits within the game. The Internet and darknets can provide players with the methodology necessary to cheat in online games, with software often available for purchase. As methods of cheating have advanced, video game publishers have similarly increased methods of anti-cheating, but are still limited in their effectiveness. Punishments for cheaters also have various forms, wi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |