To present the machinima show curated for the 8th edition of the festival Gamerz in Aix-en-Provence 19 28 oct. 2012
More than an aesthetic, games and machinima made from game engines are a 3D vision of the world—a digital representation of it. And in these 3D environments, voices transform the meaning of the scenes. Voices are a tool to appropriate these worlds by adding our own stories, thanks to dialogs between characters. Voices bring sensitivity, a sense of humor or an absurd touch to these virtual spaces.
Voice reflects the idea of alterity and the relationship to another person. Voice is the simultaneous presence and absence of human corporeality. Voice is the content and the meaning in language but also the sound of a person and its body through time and space. With recorded voices in cinema, the grain of the voice takes another dimension: it is the “anonymous body of the actor in my ear.” As we move into the digital domain, this materiality of voice is essential to machinimas and their virtual game spaces. Besides the narrative in the dialog writing, the voice over represents a huge part of machinimas. Paul Marino talks about it as the “humanness that is otherwise missing from the digital package”.
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