Back to Results
First PageMeta Content
Quake / Linux games / Mobile games / Video game development / Video games with variable translation control / Machinima / Id Software / Doom / Mod / Digital media / Software / Application software


High-Performance Play: The Making of Machinima
Add to Reading List

Document Date: 2004-09-14 13:00:56


Open Document

File Size: 512,15 KB

Share Result on Facebook

Company

the New York Times / DreamWorks / Stanford Humanities Laboratory / Carmack and Co. / Nintendo / /

Event

Natural Disaster / /

Facility

Stanford University / Stanford Humanities Laboratory / /

IndustryTerm

real-time animation techniques / game technology / computer game technology / accessible tools / real time / costly equipment / software leads / local area networks / retail version / game software / revised software / real-time generation / independently-developed software tools / artistic and narrative media / highperformance game technology / Internet-based multiplayer games / Internet Archive / software industry / memorial site / personal computer hardware / software utilities / built-in client/server / software solutions / information and tools / /

Movie

DOOM / /

Organization

Academy of Machinima Arts and Sciences / Stanford University / /

Person

Henry Lowood / Henry Jenkins / Lev Manovich / Michael Abrash / John Carmack / Hollywood / Randall Packer / Tom Sito / John Romero / /

Position

player /actor / higher-skilled player / architect / co-producer / Scientist / player / producer / historian / media artist and museum curator / graphics programmer / co-Principal Investigator / Curator / /

ProgrammingLanguage

QuakeC / /

PublishedMedium

New Scientist / the New York Times / /

SportsEvent

Olympics / /

SportsLeague

Stanford University / /

Technology

3-D / peer-to-peer / computer game technology / highperformance game technology / cellular telephone / laser / simulation / animation / local area networks / client/server / /

URL

http /

SocialTag