If anyone wants to know what was used to create the Machinima adaptations to Full Life Consequences:
Garry’s Mod is a sandbox game based on the Source Engine. (the game engine which powers Half-Life 2, Team Fortress 2, L4D, etc.) Unlike other FPS games, there is no real objective. You’re free to do whatever you want; building things, creating NPCs, etc.; with only game assets from Half-Life 2 and other Source Engine games, or third party addons. I’d elaborate further, but I don’t mean to advertise for GMod.
I’m primarily interested in how GMod can potentially be used as a creative tool, as was demonstrated by Djy1991′s Machinima films. This stands in comparison to the virtual world of Second Life–whereas Second Life is purely a massively multiplayer social network-based application that simultaneously grants full creative freedom to the user, Garry’s Mod adapts an engine designed for a first-person shooter, and transforms it into a creative tool based around taking advantage of pseudo-realistic physics and readymade assets.
Garry’s Mod, like most other Source engine games, supports multiple players (users) online, which additionally introduces the potential for collaborative efforts.
Here’s the blooper reel for Half-Life Full Life Consequences: Free Man. While it’s technically a blooper reel, some of the content also shows some of the magic that Djy1991 and co. went through in creating the Full Life Consequences series.