recommendations are those that maximize the relevance of
immediate feedback. This can be accomplished through
lowering the cost of exploration and increasing the fluidity
of evaluating different narrative layers.
CONCLUSIONS
Based on a Grounded Theory analysis of the data collected
during our interviews with expert machinimators, we have
presented a critical reading of some creative practices at
work during Machinima development. Modifying
Geneplore’s approach, we have developed a model of
Distributed Exploratory Visualization. Within this process,
player/ producers craft the final features of the film by
constantly exploring and evaluating their interaction with
the game system.
Whether the individual feature was planned or emergent,
elements added to the scene are evaluated by exploring
how they interact with the rest of the scene. Evaluation is
intermixed with creation – mental imagery with digital
crafting (in this case 3D modeling). As the filmmaker
explores the scene, new perspectives and ways of
interpreting the scene evolve. These new interpretations of
the scene alter the pre-inventive structure, which in turn
changes the parameters by which elements are evaluated.
Distributed creative cognition illustrates the way in which
creative exploration and explorative evaluation are
intimately connected.
Following our research with machinimators, we see a close
connection to Machinima’s unique capabilities that support
this creative cycle and can trace this cycle to an expanded
version of the Geneplore model. This form of playful
creative exploration of the final artifact through digital
technology can be seen as a form of digital crafting. As
Machinima provides this exploration for the moving image,
it serves as a unique example platform for creativity in
digital filmmaking that can and should inform traditional
filmmaking.
ACKNOWLEDGMENTS
This work was supported by the National Science
Foundation under Grant No. IIS-1002748. We would also
like to thank the machinimators for their time and insights.
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