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Mods and Machinima

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by

Dr Teodor Mitew

on 4 November 2014

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Transcript of Mods and Machinima

mods and machinima case: mtw2 machinima modding http://www.twcenter.net/ the total war center independent modding community jobs! coding
story research
modeling/skinning
texture design
testing engagement http://www.machinima.com/ case: Red vs Blue the third age vanilla patch partial conversion total conversion id Software VALVE Creative Assembly Half-Life [1998] Counter Strike [1999] mod types vanilla: mod: Quake [1996] Team Fortress [1996] mod: vanilla: engines released under GPL open source license id Tech 3 engine Quake III used in first
Call of Duty basis for
Infinity Ward [IW]
engine open source Call of Duty series Rome Total War [2004] vanilla: Europa Barbarorum [2005] mod: Modding team MODDER PERSPECTIVE creating content knowledge communities sharing skill-sets social capital customization = identification customization = identification = engagement = $ participation gift economies developer perspective are modders adding value to our game? testing ground longer shelf-life niche penetration popularity ideas mods patches forums tutorials FAQ's developer has no say self regulated bulgarian tsardom game shell simulated in a UTM Universal Turing Machine PC tension thank you questions? machine cinema recording of gameplay Quake user created
content fan fiction narrative subversion live performance collaboration combined with modding
=
total environment control [1990s] identification gameplay diary of a camper 1st machinima 1996 developer perspective copyright & IP issues engagement niche penetration machinimist perspective http://www.youtube.com/machinima http://www.youtube.com/MachinimaRealm machinima central red vs blue why are we here? Rooster teeth productions Red vs blue [2003-2011] red vs blue zombies with the platform/content Q: mod mod
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