
A space marine peers through the scope of his sniper rifle while two adversaries engage in a deep conversation about existence and box canyons. A team of superheroes in spandex performs a synchronized dance to a classic 1950s rock tune. Two lumberjacks inspect their newly constructed, unassailable fortress. These scenarios share a common thread — each character originated in a video game before transitioning into a cinematic role.
For years, gamers and developers have continually expanded the possibilities of video games. During the mid-1990s, a group of gamers began repurposing video games to produce original films, a practice now known as machinima. Soon after, filmmakers started using machinima to craft narratives entirely independent of the games' original contexts.
The term 'Machinima' is derived from blending the words machine and cinema — though technically misspelled, this is how it was originally coined and has remained. Creators of machinima are known as machinimists or machinimators, terms used interchangeably. These films utilize virtual settings and characters to weave narratives, often leveraging video games for their backdrops, props, costumes, and even actors. Machinima can range from straightforward recordings of gameplay to intricate feature-length films with elaborate plots and character arcs.
While machinima films may resemble computer-animated movies at first glance, their production process is closer to live-action filmmaking. In traditional computer animation, developers must craft every detail, from environments to textures, characters, and objects, along with defining physics and movement constraints. Machinima, however, benefits from the groundwork laid by game developers, with characters, objects, and settings rendered in real time, appearing as tangible entities that move within the game's programmed parameters.
Creating a computer-animated film demands extensive time to render each frame, whereas machinima achieves this instantly. By utilizing video games, machinimists bypass the most challenging aspects of animation, working within pre-designed virtual worlds. Most machinima relies on the game's built-in animations, though some artists modify or create new animations using external tools. However, the majority of the necessary animation is already provided by the game developers.
Machinima is far more cost-effective than traditional computer animation. A simple film using the "Quake" engine might only cost the price of the game itself. Even with high-end software and hardware, expenses rarely exceed $10,000, a stark contrast to the $100,000,000 or more budgets of computer-animated blockbusters.
This article explores the creation process of machinima, its appeal to filmmakers and audiences, the legal challenges faced by machinimists, and highlights some notable machinima films and series.
In the following section, we'll explore the fundamental concepts of machinima.
Machinima Basics

Many game engines lack built-in independent camera systems, forcing filmmakers to devise creative methods for capturing footage. For instance, Rooster Teeth's series "Red vs. Blue," which utilizes the "Halo" engine, employs a game character's perspective as the camera. This approach imposes the same physical constraints and rules as playing "Halo," limiting camera flexibility. Rooster Teeth ingeniously replicated traditional film techniques within the game's framework. To simulate a crane shot, a player acting as the camera would position themselves on a tank's cannon, while another player adjusted the cannon's height to achieve the desired angle.
Some machinima productions utilize video game characters in their original form, with minimal or no alterations. Others enhance character appearances using game mods or through post-production techniques. Characters can be controlled by humans, functioning like digital puppets, or managed by the game engine itself. Machinimists may also program a sequence of actions, known as a script, for characters to follow autonomously. Virtual actors allow filmmakers to depict scenarios too perilous for live-action, eliminating the need for stunt performers.
The primary decision for a machinimist is selecting the appropriate game engine. The engine determines the visual style of the film, the methods for capturing footage, the supplementary tools required for production, and the physical rules and constraints within the virtual environment. Numerous game engines have been employed by machinimists to craft films, with some of the most popular including:
- "City of Heroes"/"City of Villains"
- "Half-Life"
- "Halo"
- "Quake"
- "Second Life"
- "The Movies"
- "The Sims"

Games such as "Quake" come equipped with built-in recording features, enabling you to capture footage without extra software. For games lacking video capture capabilities, tools like Game Cam are necessary to record gameplay. Capturing footage from console video games is more complex, requiring a video capture card to connect your console to your computer. Depending on the card, you may need cables like S-video or RCA to establish the connection.
After selecting a game engine, you'll understand your creative possibilities and limitations. Some machinimists choose an engine based on their story's needs, while others prefer familiar engines or games they already own, focusing later on storytelling. Regardless of approach, the filmmaking process is divided into pre-production, production, and post-production.
Pre-production involves drafting the screenplay, creating storyboards, and modifying the game engine or graphics as needed. This phase includes plotting the narrative, developing characters, planning shots, and preparing for each scene. If scripting automated character actions, this is when you write the code. Thorough pre-production minimizes challenges during later stages.
Production for machinima includes recording voiceovers, sound effects, music, and capturing gameplay footage. Not all machinima uses voice acting or external sounds; many serve as music videos without dialogue. Early "Quake" films used in-game text for dialogue and relied solely on game sound effects.
Post-production begins after recording video and audio. This stage involves editing footage, syncing audio, and adding special effects beyond the game engine's capabilities using appropriate software.
The final format of your machinima film depends on the software used. Early "Quake" films were saved as demo files, viewable only by those with "Quake" installed. Most video capture software records in formats like Windows Media Video (WMV), QuickTime (MOV), or Audio Video Interleave (AVI). You might use additional software to convert these into other formats such as MPEG or DIVX.
After completing a project, machinimists face a new challenge: using a pre-existing game engine means utilizing someone else's intellectual property for their creative work.
In the following section, we'll explore the legal concerns surrounding machinima.
Here are a few programs that could come in handy if you decide to try your hand at Machinima:
Video Game
Capture Software
- Game Cam
- FRAPS
- FastCap
Sound Editing Software
- Audacity
- Digidesign
- SoundForge
Video Editing Software
- Avid Free DV
- Microsoft MovieMaker Editing
- NVIDIA Gelato
- Adobe Premiere
- Final Cut
Legal Issues With Machinima
If the game engine isn't in the public domain, machinimists must be cautious, as their projects could lead to significant legal issues. Since machinima typically depends on another entity's intellectual property, usually a game developer, the resulting films are considered derivative works. This parallels fan fiction, where creators are generally safe unless their work gains widespread attention.
What happens if your machinima gains popularity or you decide to sell DVD copies? In such cases, it's prudent to seek permission from the rights holder of the game engine. Currently, many game companies view machinima as a marketing tool, with some actively encouraging players to create films using their games. Successful machinima not only entertains but also drives viewers to buy the game featured in the film.
However, if a company believes its intellectual property is being misused or devalued, it may take legal action against the machinimist. By not enforcing its rights, a company risks setting a precedent that could weaken its position in future disputes. For instance, if a game becomes a popular machinima platform and the company initially ignores derivative works, it may struggle to enforce its rights later if a filmmaker profits from their creation.
Seeking permission before creating machinima is always advisable, especially if you anticipate it becoming popular. Licensing fees for the game engine or music used may apply, and calculating these costs can be complex, depending on factors like viewership numbers.
Few machinimists currently pay licensing fees. Some assume their work won't attract enough attention, others are unaware of potential legal risks, and some have secured permission from game companies. A handful believe their work falls under fair use. While some machinimists have sold their films, they obtained permission beforehand. Most, however, upload their work to platforms like YouTube, finding satisfaction in entertaining audiences without seeking profit.
In the following section, we'll explore the evolution of machinima.
When it comes to machinima music videos, the risks associated with derivative works are even greater. Without proper rights to the music, you could face legal challenges from both the game company and the music rights holder. While many artists and game companies currently overlook such issues, they retain the legal authority to take action against unauthorized use.
Machinima Then and Now

The origins of machinima date back to 1996, when a gaming group known as The Rangers produced a short film called "Diary of a Camper." They utilized the demo feature in "Quake" to capture their footage. Originally intended for recording gameplay highlights, The Rangers repurposed this feature to craft a narrative. Though rudimentary by today's standards, this film marked the first instance of video games being used as a storytelling medium.
Following this, similar films, often referred to as "'Quake' films," emerged. As filmmakers began using other game engines, Hugh Hancock and Anthony Bailey coined the term "machinima" in January 2000 to encompass all video game-based films.
Initially, machinima audiences were primarily gamers, as viewing these films often required owning the specific game engine. In 2003, Rooster Teeth's "Red vs. Blue" broadened machinima's appeal, gaining traction even among non-gamers. With support from Bungie Studios and Microsoft, the series spanned five seasons, 100 episodes, and multiple short films, solidifying machinima's place in popular culture.
Machinima's popularity has surged, even influencing traditional filmmaking. Regelous developed the Massive software for Peter Jackson's "Lord of the Rings" trilogy, enabling the creation of autonomous digital crowds. Steven Spielberg employed machinima for pre-visualization in "A.I.," using a modified Unreal engine. Machinima has also appeared in music videos, such as Zero 7's "In the Waiting Line," and on TV shows like MTV2's Video Mods and G4TV's "The Adventures of Bob and Steve." The South Park episode "Make Love, Not Warcraft" famously used machinima to parody gamers and griefers.


Machinima has even found its way into live performances, a feat unachievable with traditional computer animation. ILL Clan Machinima stages improvisational comedy shows where performers manipulate video game characters, with the action displayed on a large screen for the audience. Each performance is unique, unfolding in real time. At Disney's The Living Seas pavilion in Epcot, visitors can enjoy "Turtle Talk with Crush," where they interact with Crush, a digital turtle from "Finding Nemo." A puppeteer controls Crush's movements and responds to children's questions using a game-like controller.
Machinima has the potential to influence societal change. Alex Chan, a young filmmaker, created "The French Democracy" using "The Movies" game engine to address racial tensions following riots in France. Despite being new to machinima, Alex used the game's tools to convey his message powerfully. The film has been lauded for its authenticity and depth.
As video game graphics continue to advance, machinima projects are increasingly reaching mainstream audiences. Platforms like "The Movies" and the virtual environment of "Second Life" are making machinima creation more accessible and user-friendly than ever.
To explore examples of machinima and discover how to create your own, check out the links provided below.
Several film festivals have been dedicated exclusively to machinima, with some even hosted in virtual spaces like the 2006 Machinima Film Festival, accessible via "Second Life." Other notable festivals include:
- Online Machinima Film Festival
- The Australian Centre for the Moving Image Machinima Festival
Lots More Information

Author's Note: Understanding Machinima
I first encountered machinima before I even knew the term. As a fan of the "Halo" series, I stumbled upon the comedic web series "Red vs. Blue," which used the "Halo" engine as a digital stage for scripted performances. While writing this article, our site director, Tracy Wilson, introduced me to the whimsical machinima music video for Jonathan Coulton's "Code Monkey," sparking my fandom. Machinima, when used effectively, is a powerful storytelling tool. However, aspiring machinima creators should remember that the narrative is paramount — tools are meaningless without a compelling story.
Sources
- Academy of Machinima Arts & Sciences http://www.machinima.org
- Georgia Tech Machinima Group http://www.gvu.gatech.edu/machinima
- Machinima Premiere http://www.mprem.com
- Machinima.com http://www.machinima.com
- Methenitis, Mark. "Let's Talk About Machinima." The Law of the Game. April 2007. http://lawofthegame.blogspot.com/2007/04/ lets-talk-about-machinima-part-1-of-3.html
- Museum of the Moving Image http://www.movingimage.us/machinima/
- Newitz, Annalee. "Machinima for the Masses." Wired Magazine, January 25, 2006. http://www.wired.com/science/discoveries/news/2006/01/70058
How Machinima Works: Cheat Sheet
Key Information to Know:
- Machinima is a blend of "machine" and "cinema," involving the use of virtual environments, typically video games, to produce video content. Early machinima examples emerged from first-person shooters like "Quake," where gamers recorded gameplay and added narrative voiceovers.
- Recording game footage can be complex, often requiring specialized hardware like video cards or software for capturing gameplay. However, many modern games now include built-in recording features, simplifying the process of creating machinima without additional tools.
- While creating machinima is possible, it’s important to consider intellectual property rights. Some game publishers are strict about how their products are used, so researching their policies beforehand is essential to avoid legal issues.