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Making movies in video games: why the film world is finally ready to take ‘machinima’ seriously

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Making movies in video games: why the film world is finally ready to take ‘machinima’ seriously


Last week in a small city in the Ruhr area of Germany, a film that I made inside the video game Grand Theft Auto was screened at the Oberhausen International Short Film Festival, as part of an extensive overview of machinima.

“Machinima” is a linguistic mash up of machine, animation and cinema. The term has been defined as “films made by real-time three-dimensional computer graphics rendering engines”, but it essentially means films made using video games.

My own machinima film is titled We Are Such Stuff as Dreams Are Made On. I recorded gameplay footage of myself playing Grand Theft Auto while trying to perform Shakespeare to other gamers, without getting blown up. I then edited that footage to make a ten-minute film.

The genre has been around for a while. The exact origins of machinima are debated, but it’s generally agreed that the first machinima film was Diary of a Camper. It was created by a group of gamers called the Rangers in the first-person shooter game, Quake. The crude 90-second game demo was released on the internet in October 1996.

People had been recording and sharing sections of their game play since the 1980s, but this was the first recording to contain a narrative with text-based dialogue.

As graphic technology improved and game-capture software became more sophisticated and readily available, more and more artists and filmmakers began exploring the aesthetic and narrative possibilities of making films inside video games. Machinima began to attract mainstream interest.

The first machinima film, Diary of a Camper (1996).

In June 2000 the late influential American film critic Roger Ebert, wrote an article on this new form of filmmaking for Yahoo! Internet Life magazine entitled The Ghost in the Machinima.

In 2001, director Steven Spielberg used the first-person shooter video game Unreal Tournament (1999) to test special effects for his film, AI: Artificial Intelligence.

In 2003, the production company Rooster Teeth created a web series Red vs Blue using the video game Halo (2001). It was downloaded hundreds of thousands of times, sold over a million DVDs and ran for 18 seasons on Netflix.

Machinima’s critical reception

But machinima has struggled to shrug off its reputation as a niche pursuit of the hardcore gamer geek community and be considered a serious mature art form. I think a closer look at Ebert’s comments on machinima reveal the biases and misapprehension around video game culture that explain this.

While recognising the revolutionary potential of video games as a filmmaking technique, Ebert saw machinima as “visually impressive but empty”. He thought it was restricted by its associations with the style and themes of video games, forever existing outside the realm of “cinematic art”.

The trailer for Red Dead Redemption 2 (2018).

His conception of video games as nothing more than “aliens, laser rays, space cadets and tomb raiders” has been shared by cinematic gatekeepers for years. But finally, this view of video games as an eternally adolescent, unserious medium is starting to crack.

Few who have played Red Dead Redemption 2 (2018), Elden Ring (2022) or Disco Elysium (2019) can deny the sophisticated artistry that infuses contemporary gaming culture. And that culture is everywhere.

Globally, the number of video game players is predicted to grow from 2.9 billion in 2020 to 3.5 billion in 2025, making up almost half the world’s population.

The future of machinima

And as it grows, gaming culture is bleeding into other cultural spheres that had previously been stubbornly resistant to its charms. The British Film Institute has explicitly placed video games as an equal partner alongside film and television in its recently published 10-year strategy to “advocate for the value of the full breadth of screen culture”.

HBO’s television adaptation of The Last of Us this year achieved the kind of critical and commercial success long thought to be out of reach of video game adaptations.

This year also marks the first time that a major international film festival has presented an entire programme of machinima. Oberhausen may not have the global brand recognition of Cannes or Venice, but when it selects its programme, the film world sits up.

Pedro Pascal and Bella Ramsey in The Last of Us (2023).
Liane Hentscher/HBO

Oberhausen is the oldest short film festival in the world and one of the few that is Oscar qualifying – win a prize here and your film can be nominated for an academy award. The festival also has a history of programming early work by filmmakers such as Werner Herzog, Martin Scorsese and Agnès Varda, who have gone on to become household names. So its programming choices are hugely significant within the film industry.

The curators, Vladimir Nadein and Dmitry Frolov, noted that we are in an age “where the question of medium specificity becomes less and less prominent” and that “the border between traditional cinema and new forms of filmmaking is blurring dramatically”.

Oberhausen’s sold-out programme of films made within video games can be seen as the moment when machinima transcended its gaming subculture, to become a mature artistic medium in mainstream visual storytelling.



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A brief history of found footage video art – and where Macklemore’s Hind’s Hall fits in

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A brief history of found footage video art – and where Macklemore’s Hind’s Hall fits in


Twenty-four hours after the release of Macklemore’s pro-Palestine protest song Hind’s Hall on social media on May 7, the video had already notched up over 24 million views.

In two minutes and 49 seconds, the music video uses found footage gleaned from social media feeds intercut with the songs lyrics in white text on a black background.

Much of the footage is of pro-Palestine encampments unfolding on the grounds of US universities. We also see images of popular Palestinian journalists Bisan Owed, Motaz Azaiza and Wael Al Dahdouh, footage from the Israeli bombing in Gaza, and older footage, such as N.W.A.’s Fuk Da Police (1988).

Much of the imagery is illustrative of the lyrics and polemic in messaging.

This use of found, gleaned and archival footage is a continuation of a long tradition in video art where artists have used existing footage to comment on and amplify social, political and environmental issues.

What is found footage?

Found footage filmmaking is a strategy used by artists and filmmakers who take audiovisual material from its original source and re-contextualise it.

Removed from its original context, this footage allows the artists to create new associations and critical perspectives on the material, culture and circulation of meaning. This process is also called remediation.

Prior to the proliferation of digital media, found footage artists found inspiration in newsreels, films and archives. Tracey Moffat worked with editor Gary Hillberg from 1999–2017 in creating a series of films call Montages, which reflect on tropes in Hollywood films.

Christian Marclay’s The Clock (2010) was a 24-hour video installation compiled from hundreds of films with scenes of clocks, watches and other timepieces.

Adam Curtis’ feature films draw on the vast BBC archives, which meditate on politics, power and psychology.

The advent – and plethora – of user-generated content on social media has given rise to new possibilities for video content.

With an endless flow of images and information through social media scrolls, the question of how to interrogate this material underpins how video artists approach found footage today.

Amplifying truths – and misinformation

The launch of YouTube in 2005 brought the ability to participate in the creation and sharing en masse of self-made video content.

Artist Natalie Bookchin saw this outpouring and sharing of personal testimonies through vlogs as an opportunity to reflect on the the contemporary social, cultural and political landscape in the United States.

Editing these vlogs, Bookchin created choral-like multiscreen video installations. Bookchin’s 2009 work Testament, a three-chapter multi-screen video installation, meditates on the shared vulnerability, isolation and collective experience of prescription medication, job loss and sexual identity.

Surrounded by the multiple voices in the gallery, the individual voices become a collective outpouring, giving voice to feelings of doubt, shame, anger and resignation. The multitude of voices transform an individual experience into one that reflects the impact of social and political pressures.

Bookchin’s follow-up work, Now he’s out in public and everyone can see (2012), similarly uses YouTube vlogs – but this time focused on the perception of African American men as threats.

Originally an 18-screen installation, the video excerpts speculate and comment on incidents involving famous African American men. This creates a collective narrative where there is always contradiction and never a singular agreed-upon truth.

In doing so, this work comments on how social media circulates and reinforces rumours, stereotypes and misinformation.

Montage and juxtaposition

Political commentary can also be made through juxtaposing unexpected images and sound. Montage editing is a technique first used by Soviet-era filmmakers in the 1920s through which the “collision” of images creates a new meaning.

American artist and filmmaker Arthur Jafa uses this technique to great effect in Love is the Message and the Message is Death (2016).

In this eight-minute video, Jafa takes up the question of the representation of African Americans through the 20th century through montages of found footage from film, music video, sports broadcasts and vlogs to the soundtrack of Kanye West’s Ultralight Beam.

The video oscillates between the hopes, dreams and great creative and sporting successes of Black Americans, undercut by the pervasive threat of systemic violence and white supremacy.

Long sequences of music, dance and sporting prowess, backed by West’s melodic anthem, are suddenly replaced by sounds and images captured on a mobile phone.

This footage feels familiar whether we have seen it or not. A scene taken from inside a car of a Black woman being pulled over by the police crying out for her children sits between that of gospel singing and the civil rights movement, demanding us to question what progress has been made.

While Macklemore’s found footage practice might seem unsubtle, given his platform, that’s also the point. Accompanied by unambiguous lyrics, re-presenting these images to a broad audience aims for maximum impact in a screen environment where attention is in constant demand.

Found footage gives video artists strategies to challenge dominant ways of thinking and reflecting on socio-political issues. When we see footage we know from social media, the news or films, we are given the opportunity to bring disparate ideas together, and challenged to see the world anew.



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Making short films is a powerful way to learn job skills: 5 ways it prepares students for work

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Making short films is a powerful way to learn job skills: 5 ways it prepares students for work


The world of work is changing all the time. Technology is driving innovation and productivity, leading to the creation of new industries and employment opportunities. This means people need new skills to meet the demands of an ever-changing economy.

While universities can and do equip young people with important skills, tertiary education isn’t available to everyone. This is especially true in a country like South Africa, where about 43% of students in 2023 who qualified to pursue a bachelor’s qualification at university could not because of limited spaces.

Valuable knowledge and skills can also be acquired through non-formal and alternative pathways, however. We are education scholars who ran a pilot project using artistic media to teach important life skills to young adults (18–24 years old). Our project, Myturn, ran in South Africa’s Western Cape province over ten months in 2020. It used simple technology like smartphones and editing software to make short films.

Myturn benefited participants in several ways, as we’ve documented in a study. For instance, it honed their communication and teamwork skills. It bolstered their digital skills. It also allowed the students to connect with their communities. This connection, in turn, provided a platform for the communities to witness the participants’ willingness to learn and become change agents, while also allowing them to share their own stories and experiences.

The project showed how short films could be used to change the way people learn. This method meets many needs of young people by combining the learning of soft skills, computer literacy and artistic expression. It gets them ready for the problems of the future – not just ready for work, but also as socially involved people.

Five main benefits

Our research paper focused on the perceptions of nine (out of the initial group of 17) Myturn participants. All had completed secondary school. They were involved in various dance, drama, music and visual arts projects when recruited for Myturn and came from semi-rural communities in the Langeberg district of South Africa’s Western Cape province.

In 2020 they found themselves in a transitional phase between jobs, were preparing to enter the workforce for the first time, or were between school and tertiary education. They were also dealing with the effects of the pandemic, which began after we’d launched Myturn. This global crisis created difficulties but was also an opportunity for learning and adaptation.

During the project, participants learned the technology and skills needed to create and produce their own short films.

Our study identified five ways in which participants benefited from the project.

1. Improved emotional intelligence and soft skills:

Making short films helps build skills like leadership, teamwork and communication. It pushes young creators to figure out how to work together on complex tasks. This helps team members from different backgrounds understand and care about each other. People learn how to resolve disagreements, make their points clear, and inspire others to work towards a shared goal. These skills are necessary in any professional setting.

2. Improved digital skills and connectivity:

Participants learned how to use software programmes, handle digital content and interact with online groups. They were empowered to offer their skills globally and work remotely and flexibly.

3. Encouraged new ideas and creative ways to solve problems:

Making short films encourages people to try new things and to look at problems from different angles. This way of handling problems creatively makes one more flexible.

As a way to reach their artistic goals, participants learned to make changes and accept loss. This approach is in high demand across various sectors.

4. Supported personalised learning and finding out more about oneself:

Making a short film is a very personal process. It lets people explore themes that are important to them based on their own experiences, interests and goals. Personalising the way people learn reveals their skills, flaws and interests.

One participant, reflecting critically on her role as short film producer in the project, showcased her ownership of learning and the potential for transpersonal growth:

Being able to watch my video back before sending it made me realise how fast I speak and that (I) can come across as unclear, so I worked on speaking slower and I was satisfied with the final product.

Participants became more self-aware and confident. Young adults need help to figure out who they are and what they want to do with their lives.

One told us:

When the opportunity came I told myself it’s time to stretch myself and explore my skills.

5. Made the community more involved and gave people more power:

Making short films is a way to hear opinions that aren’t always heard. A participant said she enjoyed the chance her short film presented “to be able to comment or talk about the issues that everybody is most likely aware of but refuses to publicly speak/comment on”.




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Young film-makers can bring attention to problems that matter in their communities by sharing their stories. This can start a conversation and help bring people together. This involvement goes beyond the project. People can be inspired by hearing these stories, which can lead to a shared sense of power and a dedication to making things better.

What came next

In the time since the Myturn project, participants have flourished. One was selected for a six-month jewellery design research programme in Belgium. Three more have been accepted for tertiary education; others became involved in education as teaching assistants. One started a media house company with a colleague. Two participants created their own YouTube channels and another started making TikTok reels with her brother.

While the project itself couldn’t guarantee personal change within its informal setting, it did offer significant benefits for some participants: developing critical self-awareness, overcoming cultural and language barriers, and gaining a deeper understanding of themselves. This suggests that meaningful interactions, both in person and online, can equip young people with valuable skills. These skills, like critical thinking and empathy, will be crucial for navigating their future lives and careers.



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Stanley Kubrick redefined: recent research challenges myths to reveal the man behind the legend

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Stanley Kubrick redefined: recent research challenges myths to reveal the man behind the legend


Even 25 years after his death, Stanley Kubrick remains one of the most widely known directors of the 20th century. Many of the 13 films he made – including 2001: A Space Odyssey (1968), A Clockwork Orange (1971) and The Shining (1980) – are still revered today and remembered as some of the best movies ever produced.

To coincide with the anniversary of his death on March 7 1999, I have co-authored the first full-length biography of Kubrick in more than two decades. Based on the latest research into Kubrick, access to his archive at the University of Arts London, other repositories around the world, family members, cast and creatives, we have delved into his life in detail that few others have achieved.

Shy but not reclusive

During his life Kubrick was famously shy with the media, and frequently interpreted as reclusive. He granted very few interviews, and only when he had a film to publicise. He learned early on that he was not good at promoting his films personally. In the few interviews with Kubrick that survive, he comes across as nervous and ill at ease.

Kubrick was so shy and protective of his private life that few people recognised him publicly. Though born and brought up in New York, he settled in England in the 1960s and remained there. He could wander into Rymans in St Albans and buy stationery (he loved paper, pens and the like) or get a new pair of spectacles and no one would recognise him. It helped that he often used his brother-in-law’s name when doing so.

In fact, Kubrick was such an unfamiliar figure that an imposter went around London’s clubs and bars in the early 1990s pretending to be him. The imposter was only found out when Kubrick started receiving strange phone calls from spurned lovers and bars with huge unpaid drinks tabs.

Kubrick archive

His archive only opened in 2007, but it provides an insight into this extremely private director’s world as never before. Kubrick was a hoarder and held on to the miscellany and detritus of his personal and professional worlds. This included high school yearbooks, photographs he took for Look magazine, receipts, bills, invoices, as well as the voluminous amount of material a film production (especially a Kubrick production) generated.

Kubrick in 1949, working as a photographer.
Phillip Harrington / Alamy

Through studying this archival material, combined with our new interviews, we learned about the human being behind the mythology. Kubrick was a film director but he was also a son, brother, husband, father and friend.

He liked to entertain, chat, make jokes and cook. He loved making American-style fast food and huge sandwiches, often using a microwave as he was a lover of gadgets, adopting new technology as soon as it became available. This was as true of his private life (where he used car phones, pagers and computers) as his working life where he was an early adopter of Steadicam cameras and the Avid editing system.

He had a fear of flying, but it was based on his own knowledge as a trained pilot and frequent monitoring of radio traffic control. It’s not true that he never went over 30mph in a car, as has been claimed. Rather, he loved cars – fast German ones in particular – but frequently crashed them.

Kubrick at work

We uncovered much about Kubrick’s working practices too. Kubrick was a master of the insurance claim. He never hesitated to file one following an accident or fire on set. Not only did this help him to recoup his budget but it also gave him precious time to regroup and think about his options.

We also discovered how Kubrick had to beg, borrow and virtually steal to get most of his projects greenlit. It wasn’t until he signed with Warner Brothers in the 1970s – from A Clockwork Orange onwards – that he had a permanent financial backer. But even then he wasn’t guaranteed funding if the project wasn’t right.

A black and white close up of Stanley Kubrick's face.
Kubrick was famously shy in public.
Mayimbú/Wikimedia

And those projects included the famously never made biopic of Napoleon as the time wasn’t right, or his never-to-be-made Holocaust film, Aryan Papers, which lacked a big star and came too close on the heels of Steven Spielberg’s Schindler’s List.




Read more:
2001: A Space Odyssey still leaves an indelible mark on our culture 55 years on


It is also tempting to wonder what would have happened had he made the film Burning Secret in 1956, with MGM studios, with whom he had signed a contract. Would he have become another studio stooge or been fired for being too much of a maverick? What would have been the implications for his career?

While we can only imagine how those projects would have turned out, what remains is an extraordinary body of work that includes thousands of photographs, three documentaries and 13 feature films. Stanley Kubrick may have shunned the limelight, but his films have had a profound influence on the movie and television industries, as well as a lasting impact on popular and political culture.



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