Machinima is a combining of two words, Machine and Cinema.
Machinima (pronounced Mashin-im-ah) is the use of real-time three-dimensional (3-D) graphics rendering engines, often from video games, to create computer-generated imagery (CGI) for animated films. Precedent for the technique can ultimately be found in the demoscene, a 1980s movement that featured increasingly complex introductory animated sequences to software, and, later, in 1990s recordings of speedruns—attempts to complete a mission as quickly as possible—and of multiplayer matches in first-person shooter (FPS) games. id Software's 1996 FPS Quake was used in the first machinima films, then called "Quake movies"; the term machinima was later coined as a misspelled portmanteau of machine cinema.[1] Other games, including those of the Unreal and Halo series, began to be used for machinima. Game developers have provided tools for making machinima, and the technique spread to some mainstream productions, including some television series and commercial advertisements.
Compared to other filmmaking processes, machinima has both advantages and disadvantages. It is simpler than traditional animation, but at the expense of control and range of expression. Compared to pre-rendered CGI, machinima sacrifices quality for speed, cost savings, and flexibility. It is less expensive, dangerous, and physically restricted than live action, but, again, allows for limited expression. Within machinima, the major filmmaking paradigms are reliance on in-game artificial intelligence (AI), digital puppetry, recamming (the manipulation of recordings after the take), and precise scripting of actions. Because machinima productions often incorporate elements from video games, many productions are legally defined as derivative works. Although some game companies have encouraged machinima, the legal issues can be complex, and ownership issues have arisen.
Machinima productions are of different genres. Some remain close to their gaming roots and feature stunts or other gameplay. Dance videos, comedy, and drama are also popular. Other works attempt to stretch the boundaries of the rendering engines and deliberately avoid resemblance to the original 3-D context.