Precedent 1980s
software crackers added custom introductory credits sequences (intros) to programs whose copy protection they had removed. Increasing computing power allowed for more complex intros, and the
demoscene formed when focus shifted to the intros instead of the cracks. Because events and not video frames were saved, the resulting game demo files were small and easily shared among players. Another important feature of
Doom was that it allowed players to create their own
modifications,
maps, and software for the game, thus expanding the concept of game authorship. In machinima, there is a dual register of gestures: the trained motions of the player determine the in-game images of expressive motion. In parallel of the video game approach, in the media art field,
Maurice Benayoun's Virtual Reality artwork
The Tunnel under the Atlantic (1995), often compared to video games, introduced a virtual film director, fully autonomous intelligent agent, to shoot and edit in real time a full video from the digging performance in the Pompidou Center in Paris and the Museum of Contemporary art in Montreal. The full movie,
Inside the Tunnel under the Atlantic, 21h long, was followed in 1997 by
Inside the Paris New-Delhi Tunnel (13h long). Only short excerpts were presented to the public. The complex behavior of the Tunnel's virtual director makes it a significant precursor of later application to video games based machinimas.
Dooms 1996 successor,
Quake, offered new opportunities for both gameplay and customization, while retaining the ability to record demos.
Multiplayer video games became popular, and demos of matches between teams of players (
clans) were recorded and studied.
Paul Marino, executive director of the AMAS, stated that
deathmatches, a type of multiplayer game, became more "cinematic".
Quake movies On October 26, 1996, a well-known gaming clan, the
Rangers, surprised the
Quake community with
Diary of a Camper, the first widely known machinima film. This short, 100-second demo file contained the action and gore of many others, but in the context of a brief story, The Ranger demo emphasized this transformation by retaining specific gameplay references in its story.
Diary of a Camper inspired many other "
Quake movies," as these films were then called. which later became known as "
Adobe Premiere for Quake demo files". Among the notable films were Clan Phantasm's ''Devil's Covenant'', and Clan Undead's
Operation Bayshield, which introduced simulated
lip synchronization and featured customized
digital assets. Released in December 1997, id Software's
Quake II improved support for user-created 3-D models. However, without compatible editing software, filmmakers continued to create works based on the original
Quake. These included the
ILL Clan's ''
Apartment Huntin''' and the
Quake done Quick group's
Scourge Done Slick.
Quake II demo editors became available in 1998. In particular, Keygrip 2.0 introduced "recamming", the ability to adjust camera locations after recording.
Borg War, a 90-minute animated Star Trek fan film, was produced using Elite Force 2 (a
Quake III variant) and Starfleet Command 3, repurposing the games' voiceover clips to create a new plot.
Borg War was nominated for two "Mackie" awards by the
Academy of Machinima Arts & Sciences. An August 2007 screening at a
Star Trek convention in Las Vegas was the first time that CBS/Paramount had approved the screening of a non-parody fan film at a licensed convention.
Generalization In January 2000,
Hugh Hancock, the founder of Strange Company, launched a new website,
machinima.com. Coined by Anthony Bailey in a May 1998 email to Hancock, the term is a misspelled portmanteau of
machine cinema (
machinema) which was intended to dissociate in-game filming from a specific
engine. The new site featured tutorials, interviews, articles, and the exclusive release of Tritin Films'
Quad God. However, demo files required a copy of the game to view. Within a few years, machinima films were almost exclusively distributed in common video file formats.
Roger Ebert discussed it in a June 2000 article and praised Strange Company's machinima setting of
Percy Bysshe Shelley's sonnet "
Ozymandias". At
Showtime Network's 2001 Alternative Media Festival, the
ILL Clan's 2000 machinima film ''
Hardly Workin' won the Best Experimental and Best in SHO awards. Steven Spielberg used Unreal Tournament to test special effects while working on his 2001 film Artificial Intelligence: A.I. Eventually, interest spread to game developers. In July 2001, Epic Games announced that its upcoming game Unreal Tournament 2003 would include Matinee, a machinima production software utility. As involvement increased, filmmakers released fewer new productions to focus on quality. a non-profit organization dedicated to promoting machinima. At QuakeCon in August, the new organization held the first Machinima Film Festival, which received mainstream media coverage. Anachronox: The Movie'', by Jake Hughes and Tom Hall, won three awards, including Best Picture. As graphics technology improved, machinima filmmakers used other video games and consumer-grade
video editing software. Using
Bungie's 2001 game
Halo: Combat Evolved,
Rooster Teeth Productions created a popular comedy series
Red vs. Blue: The Blood Gulch Chronicles. The
series' second season premiered at the
Lincoln Center for the Performing Arts in 2004.
Recent history Super Mario Clouds from 2002 is a multi-channel video installation by
Cory Arcangel in which he modifies the 1985 Nintendo game
Super Mario Bros., removing all game assets except the blue sky and white pixelated clouds. The work eliminates visual elements such as characters, platforms, and background objects, leaving only the slowly scrolling clouds across a blue background. In January 2019, Machinima, Inc., which had
shifted its focus away from machinima-based content into general
video game-related fare in its later years, abruptly discontinued their
YouTube channels, with all their videos set to private. On February 1, 2019, Machinima officially announced that it had laid off its 81 employees and ceased remaining operations. The closure resulted in 81 layoffs from the company. An opinion piece from
Wired UK blamed the company's collapse on an "obvious misunderstanding of what Machinima actually was, or what traditional media companies were even buying when they purchased a [content network]", with the possibility of future machinima distribution networks of that size emerging being slim. On March 6, 2024,
Rooster Teeth general manager Jordan Levin notified employees that the company would close over the next several months. In an email, he cited reasons for the shutdown including "fundamental shifts in consumer behavior and monetization across platforms, advertising, and patronage", with it being reported that the number of subscribers to Rooster Teeth's "First" service had dropped to around one-quarter of their peak and that Rooster Teeth as a whole had been unprofitable for a decade. Then-parent
Warner Bros. Discovery (formed from the sale of WarnerMedia from AT&T into a
Reverse Morris Trust merger with
Discovery, Inc. in 2021.) would gauge interest in
Red vs. Blue, and the studio's other
intellectual property (including
RWBY, and
Gen:Lock). Within the timeframe between Machinima Inc., and Rooster Teeth's respective closures, Australian animator Luke Lerdwichagul would gain prominence from his
Super Mario 64 and ''Garry's Mod
-based comedy series, SMG4''. He would eventually form the independent
animation studio Glitch Productions with his brother, Kevin, while continuing to work on the series. Sara Sadik is a French digital artist known for her use of machinima to explore themes of masculinity, identity, and the experiences of young men in the
Maghrebi diaspora. Utilizing video game engines like
Grand Theft Auto V, her works blend fictional and documentary elements to create narratives that highlight underrepresented voices. In recent years, Minecraft machinima, referring to films created within the virtual environment of the video game
Minecraft, has attracted increasing attention in contemporary art and film discourse. It is notable for its do-it-yourself ethos and a potential to challenge conventional ideas of authorship, cinematic form, and game-based narrative. Due to its accessibility and creative flexibility,
Minecraft has become a widely adopted platform among young filmmakers, educators, and artists. ==Production==