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Machinima, Inc.

Machinima, Inc. is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Machinima, Inc. rather than just read about it. In short: 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.

Machinima, Inc. — main illustration
Machinima, Inc. — illustration

Key takeaways

  • Machinima, Inc. belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Machinima, Inc. to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Machinima, Inc. from memory before moving on to harder problems.

Reference excerpt

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. 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 multi-channel network Fullscreen. In January 2019, Machinima abruptly discontinued their YouTube channels, with their videos set to private. In February 2019, Machinima officially ceased operations.

History

In December 1999, id Software released Quake III Arena. According to Paul Marino, executive director of the Academy of Machinima Arts & Sciences, filmmakers who had been using prior versions of the Quake series to record animated videos, then called "Quake movies", were initially excited, but the enthusiasm dampened when id announced that, in an attempt to curtail cheating in multiplayer video games, it would take legal action against anyone who released details of Quake III's networking code, which was included in the game's game demo file format. This precluded the use of custom demo-editing tools that had facilitated the creation of videos that used the older Quake and Quake II demo file formats, slowing the release of new Quake movies. Another contributing factor to this decline was that the self-referential nature of the gameplay-related situations and commentary of Quake movies was losing novelty. Marino explained bluntly that "the joke was getting old". Therefore, the Quake movie community needed to reinvent itself. In January 2000, Hugh Hancock started Machinima.com, a resource for video makers who used computer and video games as a medium. The site's name was foreign to the Quake movie community. The term machinima was originally machinema, from the words machine and cinema. However, Hancock had misspelled the term in a previous email, and the new name stuck because he and Anthony Bailey, who had worked on Quake done Quick, liked the now-embedded reference to anime. The site opened with multiple articles, interviews, and tutorials, and was soon able to acquire exclusive releases of new productions. One such work, Quad God, was the first to use Quake III Arena and the first to be released in a conventional video file format instead of a demo file format exclusive to a certain game. The switch to conventional media offended some machinima producers, but Quad God, by Tritin Films helped to introduce machinima to a wider audience and to solidify Machinima.com's launch. Matt Kelland, Dave Morris, and Dave Lloyd called the release of Quad God "a key moment in the development of machinima". In turn, as Machinima.com became more popular throughout 2000, other game engines, such as that of Unreal Tournament, became the basis of new productions and the focus of new software tools for machinima.

… excerpt ends here. Continue reading the full article.

Illustrations

Machinima, Inc. illustration
Machinima, Inc.: 2011 Inside Gaming Awards presented by Machinima
2011 Inside Gaming Awards presented by Machinima
Machinima, Inc.: Machinima logo, 2018–2019
Machinima logo, 2018–2019
Machinima, Inc.: Bite Me: Season 2 red-carpet event with Justin Giddings and Yousef Abu-Taleb
Bite Me: Season 2 red-carpet event with Justin Giddings and Yousef Abu-Taleb

Worked examples

Example 1 — a first encounter with Machinima, Inc.

Start with the simplest possible case. Write down what Machinima, Inc. claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Machinima, Inc. before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Machinima, Inc. ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Machinima, Inc.

In research
Machinima, Inc. appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Machinima, Inc. in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Machinima, Inc. is common in secondary-school and first-year university syllabi. It links to neighbouring topics 2000 establishments in California, 2019 disestablishments in California, American gaming websites, so understanding it makes those chapters shorter.
In everyday life
Look for Machinima, Inc. outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Machinima, Inc. in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Machinima, Inc. means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Machinima, Inc. out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Machinima, Inc. in simple terms?

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.

Why does Machinima, Inc. matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Machinima, Inc.?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Machinima, Inc..

Tags

  • 2000 establishments in California
  • 2019 disestablishments in California
  • American gaming websites
  • Companies based in Los Angeles
  • Defunct entertainment companies
  • Fullscreen (company)
  • Internet properties disestablished in 2019
  • Internet properties established in 2000
  • Machinima
  • Multi-channel networks
  • Technology websites
  • Video game culture

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