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sabato 31 dicembre 2016

Blog: Finding awesomeness in yourself as a video game voice actor

Voice Acting in Indie Games: Finding Awesomeness in Yourself and in the Casting Calls



The following blog post, unless otherwise noted, was written by a member of Gamasutras community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


 


Back in the spring of 2016, I auditioned for a voiceover role in an indie retro horror game. Looking back, I hope my experience can help you enhance your own awesomeness as a voiceover artist, indie dev, or whatever it is you do and love!


Camp Sunshine: The Project, The Reception


There were some exact sentences the devs wanted, but it was for a situation that required continual feedback from the character, that could be looped or cut to the length of time the player took to figure out what to do--up to several minutes. I put myself into the mindset of the character, and improvised. (More on this below).


I have worked on a number of indie projects that have fallen through. In my experience, it seems some of these approached voiceover artists too soon. When there is no playable demo, or no script, it can be difficult to judge if the team has the committment and ability to see the project through.


Camp Sunshine was already greenlit on Steam when the casting call was posted. The developer I worked with communicated promptly and kept me updated. He sent me a video demo of the area my character was in, with the in-game effects applied to my voice.  When Camp Sunshine by Fossil Games was released on Steam in late October, I have to admit I was very excited.


For me though, the biggest moment of truth was when I found a gameplay video of Camp Sunshine. How would this gamer react to my character? (Here it is--but there"s plot spoilers!)


The gamer seemed to be put off. "Don"t...don"t whisper that way," he says. Normally it"s not the reaction you hope for in regards to your own speech, but for this character, it was exactly the response we wanted! And the Steam reviews? Overall positive!


Looking back at the experience, I realized it"s been a serious level-up in two areas.


Voice Acting Awesomeness


If you asked me what made this year more awesome in terms of voiceover work, the answer is easy. I took acting classes, studied with a voice acting coach, and made some serious upgrades to my home studio (iZotope RX and a new microphone).


The character I played was very anxious, fearful, and desperate for help. As a naturally anxious person, this was not a stretch for me to get in character. I thought about the times I have been extraordinarily anxious, and how my throat would pinch and my voice would become very strained and soft and high. It was combining those physical characteristics with the mindset of being trapped somewhere dark and terrifying that informed my performance.


I think I will always have a proclivity for shy, anxious, or quirky characters. They"re just so natural to who I am. But I want to take on other characters as well. Strong, royal, whimsical, wild--I was able to explore many different types with my coach. And again, the physical attributes are so important. How do you stand? How do you breathe? Where is there tension? Where does your voice resonate in your body?


This is something I practice every day, and if I can sound like a strong warrior, I really believe any voice actor with determination can also change their sound for a character that might not come naturally at first. And honestly, a good coach is more than worth the money.


Indie Game Awesomeness


I think many of us breaking into the field have had the heartbreak of projects falling through. And there"s really no way to be 100% sure a dev or team isn"t going to go radio silence on you at some point. But looking back at my experiences so far, there are some key things I"ll pay attention to when looking at jobs or casting calls:


  • Is there a playable demo? Doesn"t have to be a full game, but a demo shows the code, the art, and the vision are cohesive enough to create a working concept. Sketches alone with no playable content, or character "ideas" versus a script ("She sounds like Triss Merigold but more sarcastic and outspoken, she will make fun of the player here") are warning signs to me that the concept might not be concrete enough at this point.

  • What is the state of the game? Is there a publisher? Is it greenlit, early access, in beta? In most cases you"ll want the basics in place before you bring in voice talent.

  • Does it sound like the devs know what they want for the character? "American female, 20s, high register, whispering, fearful, desperate for help" gives me a pretty good idea of how I"m going to voice this character.

  • How is direction handled? A different project I worked on this year called for a number of "exertion" sounds. Upon submitting my recording, the dev had some specific feedback. The character was a soldier. Could she sound more throaty and powerful? Working with someone who can articulate what they"re after is fantastic.

  • Is there a timeline? Of course deadlines are sometimes extended and setbacks come up. But having an overall plan that is followed as much as possible helps ensure the project does not end up in limbo.

  • And, of course budget and funding. Has the project been crowdfunded, is it paid for out of the devs" pockets, or something else? How will you be paid? What amount? When?

Best wishes on your upcoming projects!



All copyrights for this article are reserved to http://feeds.feedburner.com/GamasutraNewshttp://www.giocando.gratis/blog/blog-finding-awesomeness-in-yourself-as-a-video-game-voice-actor-3052/

Voice Acting in Indie Games: Finding Awesomeness in Yourself and in the Casting Calls





The following blog post, unless otherwise noted, was written by a member of Gamasutras community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


 


Back in the spring of 2016, I auditioned for a voiceover role in an indie retro horror game. Looking back, I hope my experience can help you enhance your own awesomeness as a voiceover artist, indie dev, or whatever it is you do and love!


Camp Sunshine: The Project, The Reception


There were some exact sentences the devs wanted, but it was for a situation that required continual feedback from the character, that could be looped or cut to the length of time the player took to figure out what to do–up to several minutes. I put myself into the mindset of the character, and improvised. (More on this below).


I have worked on a number of indie projects that have fallen through. In my experience, it seems some of these approached voiceover artists too soon. When there is no playable demo, or no script, it can be difficult to judge if the team has the committment and ability to see the project through.


Camp Sunshine was already greenlit on Steam when the casting call was posted. The developer I worked with communicated promptly and kept me updated. He sent me a video demo of the area my character was in, with the in-game effects applied to my voice.  When Camp Sunshine by Fossil Games was released on Steam in late October, I have to admit I was very excited.


For me though, the biggest moment of truth was when I found a gameplay video of Camp Sunshine. How would this gamer react to my character? (Here it is–but there’s plot spoilers!)


The gamer seemed to be put off. “Don’t…don’t whisper that way,” he says. Normally it’s not the reaction you hope for in regards to your own speech, but for this character, it was exactly the response we wanted! And the Steam reviews? Overall positive!


Looking back at the experience, I realized it’s been a serious level-up in two areas.


Voice Acting Awesomeness


If you asked me what made this year more awesome in terms of voiceover work, the answer is easy. I took acting classes, studied with a voice acting coach, and made some serious upgrades to my home studio (iZotope RX and a new microphone).


The character I played was very anxious, fearful, and desperate for help. As a naturally anxious person, this was not a stretch for me to get in character. I thought about the times I have been extraordinarily anxious, and how my throat would pinch and my voice would become very strained and soft and high. It was combining those physical characteristics with the mindset of being trapped somewhere dark and terrifying that informed my performance.


I think I will always have a proclivity for shy, anxious, or quirky characters. They’re just so natural to who I am. But I want to take on other characters as well. Strong, royal, whimsical, wild–I was able to explore many different types with my coach. And again, the physical attributes are so important. How do you stand? How do you breathe? Where is there tension? Where does your voice resonate in your body?


This is something I practice every day, and if I can sound like a strong warrior, I really believe any voice actor with determination can also change their sound for a character that might not come naturally at first. And honestly, a good coach is more than worth the money.


Indie Game Awesomeness


I think many of us breaking into the field have had the heartbreak of projects falling through. And there’s really no way to be 100% sure a dev or team isn’t going to go radio silence on you at some point. But looking back at my experiences so far, there are some key things I’ll pay attention to when looking at jobs or casting calls:


  • Is there a playable demo? Doesn’t have to be a full game, but a demo shows the code, the art, and the vision are cohesive enough to create a working concept. Sketches alone with no playable content, or character “ideas” versus a script (“She sounds like Triss Merigold but more sarcastic and outspoken, she will make fun of the player here”) are warning signs to me that the concept might not be concrete enough at this point.


  • What is the state of the game? Is there a publisher? Is it greenlit, early access, in beta? In most cases you’ll want the basics in place before you bring in voice talent.


  • Does it sound like the devs know what they want for the character? “American female, 20s, high register, whispering, fearful, desperate for help” gives me a pretty good idea of how I’m going to voice this character.


  • How is direction handled? A different project I worked on this year called for a number of “exertion” sounds. Upon submitting my recording, the dev had some specific feedback. The character was a soldier. Could she sound more throaty and powerful? Working with someone who can articulate what they’re after is fantastic.


  • Is there a timeline? Of course deadlines are sometimes extended and setbacks come up. But having an overall plan that is followed as much as possible helps ensure the project does not end up in limbo.


  • And, of course budget and funding. Has the project been crowdfunded, is it paid for out of the devs’ pockets, or something else? How will you be paid? What amount? When?

Best wishes on your upcoming projects!



All copyrights for this article are reserved to http://feeds.feedburner.com/GamasutraNews


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Video Game Deep Cuts: A Majestic Dishonored Easter Egg



The following blog post, unless otherwise noted, was written by a member of Gamasutras community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


 


[Greetings from a cosy Winter evening in the Bay Area with a whole heap of links piled on the virtual fire. A fair amount going on this weekend - I opted not to go to PlayStation Experience in LA, but it"s interesting to see what Sony fans & Internet nerds were excited about. Lots of HD remakes, of course, but the things that got my interest were the PaRappa The Rapper remaster & Nex Machina (the Eugene Jarvis x Housemarque game). Your mileage may vary, of course!

Oh, and quick mention of something cool we announced for GDC 2017. Art Boss, as I explained on my blog, is a collab with the amazing iam8bit crew & "a free-to-enter art showcase which’ll have spectacular art from all parts of the game dev process and a physical gallery at GDC itself." Check it out and enter - or get your artist friends to enter - if you can...

Incidentally, I probably shouldn"t finish this week"s write-up without linking to this Leigh Alexander piece and this Matt Lees piece about video games & culture wars. They"re both - as you would expect from Leigh & Matt - pure fire - and I recommend you read them, think about how we got here, and how we can get to somewhere, well, better.]

-------------------

Easter eggs evolved: Why gamers spent 3-years-plus studying GTAV’s Mount Chiliad (Richard Moss / Ars Technica)

"Just below the peak of Mount Chiliad, a huge mountain in the far north of San Andreas, a mysterious mural sits high atop a cliff face. It looks like a map of the mountain"s interior—a network of tunnels that connect five small chambers and three large ones with what appear to be a UFO, an egg, and a jetpack within them. Whether it"s actually a map isn"t clear."

The Uneasy Blurring of Work & Play (Tom Chatfield / How We Got To Next)

"What if your life was taking place inside a videogame, and you didn’t know it? The simulation hypothesis is a popular brand of contemporary paranoia, with a philosophical pedigree stretching back to Descartes. At my own more paranoid moments, however, I circle a different anxiety."

Lunch with the FT: Pokémon Go creator John Hanke (Tim Bradshaw / Financial Times)

"John Hanke arrives at Mijita on San Francisco Bay looking more like a middle-aged indie rocker than the chief executive of a company that this summer was estimated to be making tens of millions a week. His striped flannel shirt is unbuttoned over a T-shirt bearing a compass and the words, taken from a poem in The Lord of the Rings, “Not all who wander are lost”."

VR Locomotion Is A Problem That Has Many Half-Solutions (Kevin Carbotte / Tom"s Hardware)

"Vestibular mismatch problems became apparent in the early days of Oculus VR development. VR developers quickly discovered what triggers motion sickness, and several devs started working on solutions for the problem. So far, we’ve encountered no less than a half-dozen different locomotion mechanics. None of them are perfect, but each one has its merits. If nothing else, the variety of options illustrates the ingenuity of the VR developer community."

The Top 10 Video Games Of 2016 (Matt Peckham / TIME)

"From Battlefield 1 to The Witness, these are the best games of the year."

Seen In New York: The Strong Museum Of Play (EdLab Studios video / New Learning Times)

"Rochester, New York is home to The Strong National Museum of Play, a colorful and whimsical 282,000 square foot interactive museum devoted entirely to play. This unique institution houses the National Toy Hall of Fame, the World Video Game Hall of Fame, an indoor butterfly garden, a deep archive and library of play, and its very own on-site preschool."

How South Park: The Stick of Truth steeled Obsidian for making Tyranny (Bryant Francis / Gamasutra)

"The underlying premise of Obsidian’s latest RPGTyranny is that you’re a character willingly serving an evil overlord and working to support their dictatorial goals. Along the way, that means the player is going to participate in some grim stuff. Executions, betrayals, and mass murder may all be on the table for players willing to go along with the will over Overlord Kyros. "

The True Story Of Nintendo"s Most Coveted Game (Justin Heckert / ESPN)

"None of this would"ve happened had Jennifer Thompson not gone thriftin". This was in April 2013, and she was browsing clothes and $1 DVDs at the Steele Creek Goodwill in Mecklenburg County, North Carolina, when she noticed it behind the glass counter. The video game title sparked a memory, a Yahoo article about the rarest games in the world."

Why Cops Are Raiding Arcades Over a Fishing Game (Robert Rath / Waypoint)

"A squad of 23 police officers serve a search warrant at a house in Little Saigon, twenty minutes from Disneyland. Inside, suspects run from the commotion, trying to tear an air conditioner out and escape through a window. A dozen huddle in the living room in a pile, trying to hide their faces. All seventeen people are detained, and three arrested."

Why Some Video Games Are In Danger Of Disappearing Forever (Heather Alexandra / Kotaku)

"Years of neglect are eroding gaming history. Cartridges rot in garages, companies horde demos that they will never release, and obscure titles fade into the ether. Some games may even be lost forever."

Shenmue 2 - A Masterpiece Revisited (Digital Foundry Retro / YouTube)

"John revisits Shenmue 2, checking out what made it special, how well it holds up today and the best way to play in the 21st century. Plus: all the Xbox vs Dreamcast graphics comparisons and performance tests you"ll need."

The Game Archaeologist: EA’s Majestic (Justin Olivetti / Massively OverPowered)

"Conspiracy theories and paranoia were hot with pop culture in the 1990s, largely thanks to movies like The Net and TV shows like the X-Files, which had the tagline of “I want to believe.” With the rise of the internet during the decade and the fantastic leaps and bounds technology had been making, people were not only experiencing new ways to play games but also growing suspicious that these tools could have a sinister side."

Koji Kondo – 2001 Composer Interview (Game Maestro / Shmuplations)

"This lengthy interview with famous Nintendo composer Koji Kondo was originally featured in the jp book series game maestro. It looks back on Kondo’s musical history both personal and professional, going from his early days learning the Electone to his (then) most recent project, Majora’s Mask."

The top 10 video games of 2016 (Christopher Byrd and Michael Thomsen / Washington Post)

"While for many years the industry has churned out games that take a dozen or more hours to finish, this year saw the release of a number of titles that made a virtue of brevity. Here are the games that most occupied our thoughts this year, more than half of which can be completed in under five hours."

Yu Suzuki Interview - Childhood | SEGA | Arcade Games | Game Creation (Shenmue 3 / SkipCity / YouTube)

"Don"t worry about failing or succeeding. Just go all out with what you want to do."

The rise of romance gaming: is the perfect boyfriend inside your phone? (Jenni Marsh & Junko Ogura / CNN)

"When Ayumi Saito was 22 she broke up with her boyfriend. But the Tokyo resident found an easy way to fill the void left by her ex lover"s departure. She downloaded a romance gaming app onto her phone, and became one of the millions of women in Japan to swap real life intimacy for a fantasy."

Wargaming Needs New Recruits to Save Lives (Mark Wallace / How We Got To Next)

"Yuna Wong wasn’t a wargamer when she first walked into the Connections Wargaming Conference five years ago, but that didn’t stop the former Marine Corps operations analyst from feeling right at home. “I just stood there watching these middle-aged white men with baseball caps hunched over miniatures, and I had this overwhelming sense that I had found my people,” she says."

The man who made a video game inspired by escaping the secret police (Chris Priestman / Guardian)

"Ond?ej Švadlena’s open-world driving game doesn’t look like any other. The cars are old and beat up, there are no timers or cheering crowds, and the California sun is nowhere to be seen. Instead, a brown murkiness hangs over the entire world, lending it an eerie and oppressive quality. This is a driving game inspired, not by long pleasure drives along some Pacific highway, but by a childhood spent living in and eventually fleeing the Soviet bloc."

The Definitive, XL Interview With Mortal Kombat"s Ed Boon (Andrew Reiner & Suriel Vazquez / Game Informer)

"Ed Boon has likely been making video games longer than you’ve been alive. Years before he became the steward of the Mortal Kombat franchise, Boon was programming pinball and arcade games for companies that no longer exist. But despite his over 30-year history in the industry, he’s only ever really had one job. To get a full view of what such a storied career looks like, we talked with Boon about his early days at Williams Electronics, some of the names Mortal Kombat could have had, and what it’s like working on the same series for over two decades."

The Drake Incident: A Dark Souls Story (Electron Dance / YouTube)

"What happened when I met the Capra Demon in Dark Souls? [SIMON"S NOTE: This is a decidedly unconventional video essay, including some pretty adorable kid vs. dad Dark Souls play-acting!]"

Q&A: "Dishonored 2" Director Harvey Smith: "The World is a Sh*tshow" (Chris Suellentrop / Glixel)

"For a while, it seemed as if Harvey Smith"s destiny was to work on the best video games that most gamers never played. He was the lead tester of 1994"s System Shock and the lead designer of 2000"s Deus Ex, each of which has a claim to being the Velvet Underground of video games: They didn"t sell millions of copies, but it seemed like everyone who played them became a game designer."

How we turned $140k on Kickstarter into $40k in debt. And how we broke even (John Teasdale / Medium)

"I’m John Teasdale. My friends and I created The Contender: The game of Presidential Debate. On September 9th, 2015 we received $127,827.01 from Kickstarter. This sounds like a lot of money, until we say that this week, November 22nd 2016, we have finally gotten out of debt. That’s 440 days of work after creating the product and running the Kickstarter before we made $1."

The Unsatisfied Mind: Grappling With Depression in Game Development (Joshua Boggs / GDC / YouTube)

"In this extremely honest and intimate GDC 2016 session, Framed director Joshua Boggs talks about how his ambition slowly became a driver for depression in the wake of Framed"s success. Using himself as a warning sign, Boggs shares what warning signs game developers can look out for when their mental health is negatively influenced by the game development process."

The Kings of Catherine (Heidi Kemps / Red Bull eSports)

"If you made a list of potential competitive games, you probably wouldn’t place Atlus’s Catherine near the top of the list. Or on the list at all, really. After all, the game is primarily a single-player, story driven experience about a man whose inner conflict regarding his troubled relationships manifests as oppressive, trap-filled tower structures he must scale. By all accounts, this is not a game one would expect to see filling stadiums."

-------------------

[REMINDER: you can sign up to receive this newsletter every Saturday at tinyletter.com/vgdeepcuts - we crosspost to Gamasutra later, but get it first via newsletter! MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]



All copyrights for this article are reserved to http://feeds.feedburner.com/GamasutraNewshttp://www.giocando.gratis/blog/video-game-deep-cuts-a-majestic-dishonored-easter-egg-3074/



The following blog post, unless otherwise noted, was written by a member of Gamasutras community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


 


[Greetings from a cosy Winter evening in the Bay Area with a whole heap of links piled on the virtual fire. A fair amount going on this weekend – I opted not to go to PlayStation Experience in LA, but it’s interesting to see what Sony fans & Internet nerds were excited about. Lots of HD remakes, of course, but the things that got my interest were the PaRappa The Rapper remaster & Nex Machina (the Eugene Jarvis x Housemarque game). Your mileage may vary, of course!


Oh, and quick mention of something cool we announced for GDC 2017. Art Boss, as I explained on my blog, is a collab with the amazing iam8bit crew & “a free-to-enter art showcase which’ll have spectacular art from all parts of the game dev process and a physical gallery at GDC itself.” Check it out and enter – or get your artist friends to enter – if you can…


Incidentally, I probably shouldn’t finish this week’s write-up without linking to this Leigh Alexander piece and this Matt Lees piece about video games & culture wars. They’re both – as you would expect from Leigh & Matt – pure fire – and I recommend you read them, think about how we got here, and how we can get to somewhere, well, better.]


——————-


Easter eggs evolved: Why gamers spent 3-years-plus studying GTAV’s Mount Chiliad (Richard Moss / Ars Technica)



“Just below the peak of Mount Chiliad, a huge mountain in the far north of San Andreas, a mysterious mural sits high atop a cliff face. It looks like a map of the mountain’s interior—a network of tunnels that connect five small chambers and three large ones with what appear to be a UFO, an egg, and a jetpack within them. Whether it’s actually a map isn’t clear.”


The Uneasy Blurring of Work & Play (Tom Chatfield / How We Got To Next)



“What if your life was taking place inside a videogame, and you didn’t know it? The simulation hypothesis is a popular brand of contemporary paranoia, with a philosophical pedigree stretching back to Descartes. At my own more paranoid moments, however, I circle a different anxiety.”


Lunch with the FT: Pokémon Go creator John Hanke (Tim Bradshaw / Financial Times)



“John Hanke arrives at Mijita on San Francisco Bay looking more like a middle-aged indie rocker than the chief executive of a company that this summer was estimated to be making tens of millions a week. His striped flannel shirt is unbuttoned over a T-shirt bearing a compass and the words, taken from a poem in The Lord of the Rings, “Not all who wander are lost”.”


VR Locomotion Is A Problem That Has Many Half-Solutions (Kevin Carbotte / Tom’s Hardware)



“Vestibular mismatch problems became apparent in the early days of Oculus VR development. VR developers quickly discovered what triggers motion sickness, and several devs started working on solutions for the problem. So far, we’ve encountered no less than a half-dozen different locomotion mechanics. None of them are perfect, but each one has its merits. If nothing else, the variety of options illustrates the ingenuity of the VR developer community.”


The Top 10 Video Games Of 2016 (Matt Peckham / TIME)



“From Battlefield 1 to The Witness, these are the best games of the year.”


Seen In New York: The Strong Museum Of Play (EdLab Studios video / New Learning Times)



“Rochester, New York is home to The Strong National Museum of Play, a colorful and whimsical 282,000 square foot interactive museum devoted entirely to play. This unique institution houses the National Toy Hall of Fame, the World Video Game Hall of Fame, an indoor butterfly garden, a deep archive and library of play, and its very own on-site preschool.”


How South Park: The Stick of Truth steeled Obsidian for making Tyranny (Bryant Francis / Gamasutra)



“The underlying premise of Obsidian’s latest RPGTyranny is that you’re a character willingly serving an evil overlord and working to support their dictatorial goals. Along the way, that means the player is going to participate in some grim stuff. Executions, betrayals, and mass murder may all be on the table for players willing to go along with the will over Overlord Kyros. “


The True Story Of Nintendo’s Most Coveted Game (Justin Heckert / ESPN)



“None of this would’ve happened had Jennifer Thompson not gone thriftin’. This was in April 2013, and she was browsing clothes and $1 DVDs at the Steele Creek Goodwill in Mecklenburg County, North Carolina, when she noticed it behind the glass counter. The video game title sparked a memory, a Yahoo article about the rarest games in the world.”


Why Cops Are Raiding Arcades Over a Fishing Game (Robert Rath / Waypoint)



“A squad of 23 police officers serve a search warrant at a house in Little Saigon, twenty minutes from Disneyland. Inside, suspects run from the commotion, trying to tear an air conditioner out and escape through a window. A dozen huddle in the living room in a pile, trying to hide their faces. All seventeen people are detained, and three arrested.”


Why Some Video Games Are In Danger Of Disappearing Forever (Heather Alexandra / Kotaku)



“Years of neglect are eroding gaming history. Cartridges rot in garages, companies horde demos that they will never release, and obscure titles fade into the ether. Some games may even be lost forever.”


Shenmue 2 – A Masterpiece Revisited (Digital Foundry Retro / YouTube)



“John revisits Shenmue 2, checking out what made it special, how well it holds up today and the best way to play in the 21st century. Plus: all the Xbox vs Dreamcast graphics comparisons and performance tests you’ll need.”


The Game Archaeologist: EA’s Majestic (Justin Olivetti / Massively OverPowered)



“Conspiracy theories and paranoia were hot with pop culture in the 1990s, largely thanks to movies like The Net and TV shows like the X-Files, which had the tagline of “I want to believe.” With the rise of the internet during the decade and the fantastic leaps and bounds technology had been making, people were not only experiencing new ways to play games but also growing suspicious that these tools could have a sinister side.”


Koji Kondo – 2001 Composer Interview (Game Maestro / Shmuplations)



“This lengthy interview with famous Nintendo composer Koji Kondo was originally featured in the jp book series game maestro. It looks back on Kondo’s musical history both personal and professional, going from his early days learning the Electone to his (then) most recent project, Majora’s Mask.”


The top 10 video games of 2016 (Christopher Byrd and Michael Thomsen / Washington Post)



“While for many years the industry has churned out games that take a dozen or more hours to finish, this year saw the release of a number of titles that made a virtue of brevity. Here are the games that most occupied our thoughts this year, more than half of which can be completed in under five hours.”


Yu Suzuki Interview – Childhood | SEGA | Arcade Games | Game Creation (Shenmue 3 / SkipCity / YouTube)



“Don’t worry about failing or succeeding. Just go all out with what you want to do.”


The rise of romance gaming: is the perfect boyfriend inside your phone? (Jenni Marsh & Junko Ogura / CNN)



“When Ayumi Saito was 22 she broke up with her boyfriend. But the Tokyo resident found an easy way to fill the void left by her ex lover’s departure. She downloaded a romance gaming app onto her phone, and became one of the millions of women in Japan to swap real life intimacy for a fantasy.”


Wargaming Needs New Recruits to Save Lives (Mark Wallace / How We Got To Next)



“Yuna Wong wasn’t a wargamer when she first walked into the Connections Wargaming Conference five years ago, but that didn’t stop the former Marine Corps operations analyst from feeling right at home. “I just stood there watching these middle-aged white men with baseball caps hunched over miniatures, and I had this overwhelming sense that I had found my people,” she says.”


The man who made a video game inspired by escaping the secret police (Chris Priestman / Guardian)



“Ond?ej Švadlena’s open-world driving game doesn’t look like any other. The cars are old and beat up, there are no timers or cheering crowds, and the California sun is nowhere to be seen. Instead, a brown murkiness hangs over the entire world, lending it an eerie and oppressive quality. This is a driving game inspired, not by long pleasure drives along some Pacific highway, but by a childhood spent living in and eventually fleeing the Soviet bloc.”


The Definitive, XL Interview With Mortal Kombat’s Ed Boon (Andrew Reiner & Suriel Vazquez / Game Informer)



“Ed Boon has likely been making video games longer than you’ve been alive. Years before he became the steward of the Mortal Kombat franchise, Boon was programming pinball and arcade games for companies that no longer exist. But despite his over 30-year history in the industry, he’s only ever really had one job. To get a full view of what such a storied career looks like, we talked with Boon about his early days at Williams Electronics, some of the names Mortal Kombat could have had, and what it’s like working on the same series for over two decades.”


The Drake Incident: A Dark Souls Story (Electron Dance / YouTube)



“What happened when I met the Capra Demon in Dark Souls? [SIMON’S NOTE: This is a decidedly unconventional video essay, including some pretty adorable kid vs. dad Dark Souls play-acting!]”


Q&A: ‘Dishonored 2’ Director Harvey Smith: “The World is a Sh*tshow” (Chris Suellentrop / Glixel)



“For a while, it seemed as if Harvey Smith’s destiny was to work on the best video games that most gamers never played. He was the lead tester of 1994’s System Shock and the lead designer of 2000’s Deus Ex, each of which has a claim to being the Velvet Underground of video games: They didn’t sell millions of copies, but it seemed like everyone who played them became a game designer.”


How we turned $140k on Kickstarter into $40k in debt. And how we broke even (John Teasdale / Medium)



“I’m John Teasdale. My friends and I created The Contender: The game of Presidential Debate. On September 9th, 2015 we received $127,827.01 from Kickstarter. This sounds like a lot of money, until we say that this week, November 22nd 2016, we have finally gotten out of debt. That’s 440 days of work after creating the product and running the Kickstarter before we made $1.”


The Unsatisfied Mind: Grappling With Depression in Game Development (Joshua Boggs / GDC / YouTube)



“In this extremely honest and intimate GDC 2016 session, Framed director Joshua Boggs talks about how his ambition slowly became a driver for depression in the wake of Framed’s success. Using himself as a warning sign, Boggs shares what warning signs game developers can look out for when their mental health is negatively influenced by the game development process.”


The Kings of Catherine (Heidi Kemps / Red Bull eSports)



“If you made a list of potential competitive games, you probably wouldn’t place Atlus’s Catherine near the top of the list. Or on the list at all, really. After all, the game is primarily a single-player, story driven experience about a man whose inner conflict regarding his troubled relationships manifests as oppressive, trap-filled tower structures he must scale. By all accounts, this is not a game one would expect to see filling stadiums.”


——————-


[REMINDER: you can sign up to receive this newsletter every Saturday at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later, but get it first via newsletter! MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]



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Neil Druckmann leading The Last Of Us Part II as Straley takes sabbatical

The Last of Us co-director Neil Druckmann will be the sole lead on the recently announced follow-up, The Last of Us Part II. ...


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The Last of Us co-director Neil Druckmann will be the sole lead on the recently announced follow-up, The Last of Us Part II. …


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!!! CLICK HERE TO READ MORE !!! Neil Druckmann leading The Last Of Us Part II as Straley takes sabbatical Arcade Site http://www.giocando.gratis/blog/neil-druckmann-leading-the-last-of-us-part-ii-as-straley-takes-sabbatical-3093/

Game Design Deep Dive: Controlling two things at once in Soft Body

"The act of controlling two snakes at once seems like a impossible task the first time you experience it - like your brain is resisting what you want it to do." - Zeke Virant, creator of Soft Body ...


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"The act of controlling two snakes at once seems like a impossible task the first time you experience it – like your brain is resisting what you want it to do." – Zeke Virant, creator of Soft Body …


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Game Design Deep Dive: Controlling two things at once in Soft Body

"The act of controlling two snakes at once seems like a impossible task the first time you experience it - like your brain is resisting what you want it to do." - Zeke Virant, creator of Soft Body ...


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"The act of controlling two snakes at once seems like a impossible task the first time you experience it – like your brain is resisting what you want it to do." – Zeke Virant, creator of Soft Body …


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!!! CLICK HERE TO READ MORE !!! Game Design Deep Dive: Controlling two things at once in Soft Body Arcade Site http://www.giocando.gratis/blog/game-design-deep-dive-controlling-two-things-at-once-in-soft-body-3165/

Tyranny"s unique solution for streamlining storytelling: lore links

Working on a choice-driven game? You might want to steal this mechanic from Obsidian"s latest RPG Tyranny and learn how the developers turned it from a lore dump into a storytelling tool. ...


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Working on a choice-driven game? You might want to steal this mechanic from Obsidian"s latest RPG Tyranny and learn how the developers turned it from a lore dump into a storytelling tool. …


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!!! CLICK HERE TO READ MORE !!! Tyranny"s unique solution for streamlining storytelling: lore links Arcade Site http://www.giocando.gratis/blog/tyrannys-unique-solution-for-streamlining-storytelling-lore-links-1857/

Russian officials allege FIFA 17 violates law against gay propaganda

Russian MPs have reportedly asked regulators to investigate EA for an LBGTQ-inclusive FIFA 17 promo, alleging it turned the game into gay propaganda aimed at minors -- illegal under Russian law. ...


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Russian MPs have reportedly asked regulators to investigate EA for an LBGTQ-inclusive FIFA 17 promo, alleging it turned the game into gay propaganda aimed at minors — illegal under Russian law. …


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!!! CLICK HERE TO READ MORE !!! Russian officials allege FIFA 17 violates law against gay propaganda Arcade Site http://www.giocando.gratis/blog/russian-officials-allege-fifa-17-violates-law-against-gay-propaganda-2116/

To promote tech education, Canada"s Prime Minister made his own game

Canadian Prime Minister Justin Trudeau"s Twitter account lit up today with a message all-too-familiar to many indie devs: Mr. Trudeau has made a video game, and he"d like everyone to play it. ...


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Canadian Prime Minister Justin Trudeau"s Twitter account lit up today with a message all-too-familiar to many indie devs: Mr. Trudeau has made a video game, and he"d like everyone to play it. …


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!!! CLICK HERE TO READ MORE !!! To promote tech education, Canada"s Prime Minister made his own game Arcade Site http://www.giocando.gratis/blog/to-promote-tech-education-canadas-prime-minister-made-his-own-game-2331/

The Last Guardian"s Ueda: "Games became the place for me to express my art"

With Team Ico"s The Last Guardian out this week, director Fumito Ueda speaks to The New Yorker about his work and about how his background as an artist influences his approach to game dev. ...


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With Team Ico"s The Last Guardian out this week, director Fumito Ueda speaks to The New Yorker about his work and about how his background as an artist influences his approach to game dev. …


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!!! CLICK HERE TO READ MORE !!! The Last Guardian"s Ueda: "Games became the place for me to express my art" Arcade Site http://www.giocando.gratis/blog/the-last-guardians-ueda-games-became-the-place-for-me-to-express-my-art-2518/

Oculus has officially released its $200 Touch motion controllers

The controllers created to pair with the Oculus Rift VR headset can be picked up for $200, which includes two controllers and an additional sensor for room-scale VR. ...


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The controllers created to pair with the Oculus Rift VR headset can be picked up for $200, which includes two controllers and an additional sensor for room-scale VR. …


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!!! CLICK HERE TO READ MORE !!! Oculus has officially released its $200 Touch motion controllers Arcade Site http://www.giocando.gratis/blog/oculus-has-officially-released-its-200-touch-motion-controllers-2643/

Best of 2016: Coding principles from the early days of id Software

At GDC Europe in Cologne, Germany earlier this year, John Romero ran down some of the key programming principles that id Software adhered to in the influential studio"s early years. ...


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At GDC Europe in Cologne, Germany earlier this year, John Romero ran down some of the key programming principles that id Software adhered to in the influential studio"s early years. …


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!!! CLICK HERE TO READ MORE !!! Best of 2016: Coding principles from the early days of id Software Arcade Site http://www.giocando.gratis/blog/best-of-2016-coding-principles-from-the-early-days-of-id-software-2708/

Get a job: Sucker Punch is hiring a Graphics Programmer

Sucker Punch is looking for a Graphics Programmer to design and develop new features in its graphics engine in Bellevue, Washington. ...


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Sucker Punch is looking for a Graphics Programmer to design and develop new features in its graphics engine in Bellevue, Washington. …


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!!! CLICK HERE TO READ MORE !!! Get a job: Sucker Punch is hiring a Graphics Programmer Arcade Site http://www.giocando.gratis/blog/get-a-job-sucker-punch-is-hiring-a-graphics-programmer-2745/

For voice actors, video games have a serious transparency problem

Voice actors say that the video game industry"s habit of providing actors with minimal information on a job makes it increasingly difficult for them to provide quality voice work. ...


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Voice actors say that the video game industry"s habit of providing actors with minimal information on a job makes it increasingly difficult for them to provide quality voice work. …


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!!! CLICK HERE TO READ MORE !!! For voice actors, video games have a serious transparency problem Arcade Site http://www.giocando.gratis/blog/for-voice-actors-video-games-have-a-serious-transparency-problem-2821/

Come to GDC 2017 for expert advice on getting the media to cover your game

In his GDC 2017 talk, ICO Partners" Thomas Reisenegger will deconstruct exactly why why some games (like No Man"s Sky) get more time in the spotlight while most struggle to get noticed. ...


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In his GDC 2017 talk, ICO Partners" Thomas Reisenegger will deconstruct exactly why why some games (like No Man"s Sky) get more time in the spotlight while most struggle to get noticed. …


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!!! CLICK HERE TO READ MORE !!! Come to GDC 2017 for expert advice on getting the media to cover your game Arcade Site http://www.giocando.gratis/blog/come-to-gdc-2017-for-expert-advice-on-getting-the-media-to-cover-your-game-2863/

GDC 2017 donates Summit passes to Indie Giving charity

Once again, GDC 2017 organizers reaffirm their partnership with the Indie Giving charity effort by donating 30 GDC 2017 Indie Games Summit tickets - contribute now to get your pass! ...


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Once again, GDC 2017 organizers reaffirm their partnership with the Indie Giving charity effort by donating 30 GDC 2017 Indie Games Summit tickets – contribute now to get your pass! …


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!!! CLICK HERE TO READ MORE !!! GDC 2017 donates Summit passes to Indie Giving charity Arcade Site http://www.giocando.gratis/blog/gdc-2017-donates-summit-passes-to-indie-giving-charity-2901/

Kojima is using Guerrilla"s Decima Engine to build Death Stranding

Metal Gear creator Hideo Kojima will be using Guerrilla Games" Decima Engine as the foundation for his upcoming open-world action game, Death Stranding. ...


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Metal Gear creator Hideo Kojima will be using Guerrilla Games" Decima Engine as the foundation for his upcoming open-world action game, Death Stranding. …


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!!! CLICK HERE TO READ MORE !!! Kojima is using Guerrilla"s Decima Engine to build Death Stranding Arcade Site http://www.giocando.gratis/blog/kojima-is-using-guerrillas-decima-engine-to-build-death-stranding-2954/

The Last of Us co-director Bruce Straley stepping back for sequel

The Last of Us co-director Neil Druckmann will be the sole lead on the recently announced follow-up, The Last of Us Part II. ...


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The Last of Us co-director Neil Druckmann will be the sole lead on the recently announced follow-up, The Last of Us Part II. …


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Blog: Finding awesomeness in yourself as a video game voice actor

Voice Acting in Indie Games: Finding Awesomeness in Yourself and in the Casting Calls



The following blog post, unless otherwise noted, was written by a member of Gamasutras community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


 


Back in the spring of 2016, I auditioned for a voiceover role in an indie retro horror game. Looking back, I hope my experience can help you enhance your own awesomeness as a voiceover artist, indie dev, or whatever it is you do and love!


Camp Sunshine: The Project, The Reception


There were some exact sentences the devs wanted, but it was for a situation that required continual feedback from the character, that could be looped or cut to the length of time the player took to figure out what to do--up to several minutes. I put myself into the mindset of the character, and improvised. (More on this below).


I have worked on a number of indie projects that have fallen through. In my experience, it seems some of these approached voiceover artists too soon. When there is no playable demo, or no script, it can be difficult to judge if the team has the committment and ability to see the project through.


Camp Sunshine was already greenlit on Steam when the casting call was posted. The developer I worked with communicated promptly and kept me updated. He sent me a video demo of the area my character was in, with the in-game effects applied to my voice.  When Camp Sunshine by Fossil Games was released on Steam in late October, I have to admit I was very excited.


For me though, the biggest moment of truth was when I found a gameplay video of Camp Sunshine. How would this gamer react to my character? (Here it is--but there"s plot spoilers!)


The gamer seemed to be put off. "Don"t...don"t whisper that way," he says. Normally it"s not the reaction you hope for in regards to your own speech, but for this character, it was exactly the response we wanted! And the Steam reviews? Overall positive!


Looking back at the experience, I realized it"s been a serious level-up in two areas.


Voice Acting Awesomeness


If you asked me what made this year more awesome in terms of voiceover work, the answer is easy. I took acting classes, studied with a voice acting coach, and made some serious upgrades to my home studio (iZotope RX and a new microphone).


The character I played was very anxious, fearful, and desperate for help. As a naturally anxious person, this was not a stretch for me to get in character. I thought about the times I have been extraordinarily anxious, and how my throat would pinch and my voice would become very strained and soft and high. It was combining those physical characteristics with the mindset of being trapped somewhere dark and terrifying that informed my performance.


I think I will always have a proclivity for shy, anxious, or quirky characters. They"re just so natural to who I am. But I want to take on other characters as well. Strong, royal, whimsical, wild--I was able to explore many different types with my coach. And again, the physical attributes are so important. How do you stand? How do you breathe? Where is there tension? Where does your voice resonate in your body?


This is something I practice every day, and if I can sound like a strong warrior, I really believe any voice actor with determination can also change their sound for a character that might not come naturally at first. And honestly, a good coach is more than worth the money.


Indie Game Awesomeness


I think many of us breaking into the field have had the heartbreak of projects falling through. And there"s really no way to be 100% sure a dev or team isn"t going to go radio silence on you at some point. But looking back at my experiences so far, there are some key things I"ll pay attention to when looking at jobs or casting calls:


  • Is there a playable demo? Doesn"t have to be a full game, but a demo shows the code, the art, and the vision are cohesive enough to create a working concept. Sketches alone with no playable content, or character "ideas" versus a script ("She sounds like Triss Merigold but more sarcastic and outspoken, she will make fun of the player here") are warning signs to me that the concept might not be concrete enough at this point.

  • What is the state of the game? Is there a publisher? Is it greenlit, early access, in beta? In most cases you"ll want the basics in place before you bring in voice talent.

  • Does it sound like the devs know what they want for the character? "American female, 20s, high register, whispering, fearful, desperate for help" gives me a pretty good idea of how I"m going to voice this character.

  • How is direction handled? A different project I worked on this year called for a number of "exertion" sounds. Upon submitting my recording, the dev had some specific feedback. The character was a soldier. Could she sound more throaty and powerful? Working with someone who can articulate what they"re after is fantastic.

  • Is there a timeline? Of course deadlines are sometimes extended and setbacks come up. But having an overall plan that is followed as much as possible helps ensure the project does not end up in limbo.

  • And, of course budget and funding. Has the project been crowdfunded, is it paid for out of the devs" pockets, or something else? How will you be paid? What amount? When?

Best wishes on your upcoming projects!



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Voice Acting in Indie Games: Finding Awesomeness in Yourself and in the Casting Calls





The following blog post, unless otherwise noted, was written by a member of Gamasutras community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


 


Back in the spring of 2016, I auditioned for a voiceover role in an indie retro horror game. Looking back, I hope my experience can help you enhance your own awesomeness as a voiceover artist, indie dev, or whatever it is you do and love!


Camp Sunshine: The Project, The Reception


There were some exact sentences the devs wanted, but it was for a situation that required continual feedback from the character, that could be looped or cut to the length of time the player took to figure out what to do–up to several minutes. I put myself into the mindset of the character, and improvised. (More on this below).


I have worked on a number of indie projects that have fallen through. In my experience, it seems some of these approached voiceover artists too soon. When there is no playable demo, or no script, it can be difficult to judge if the team has the committment and ability to see the project through.


Camp Sunshine was already greenlit on Steam when the casting call was posted. The developer I worked with communicated promptly and kept me updated. He sent me a video demo of the area my character was in, with the in-game effects applied to my voice.  When Camp Sunshine by Fossil Games was released on Steam in late October, I have to admit I was very excited.


For me though, the biggest moment of truth was when I found a gameplay video of Camp Sunshine. How would this gamer react to my character? (Here it is–but there’s plot spoilers!)


The gamer seemed to be put off. “Don’t…don’t whisper that way,” he says. Normally it’s not the reaction you hope for in regards to your own speech, but for this character, it was exactly the response we wanted! And the Steam reviews? Overall positive!


Looking back at the experience, I realized it’s been a serious level-up in two areas.


Voice Acting Awesomeness


If you asked me what made this year more awesome in terms of voiceover work, the answer is easy. I took acting classes, studied with a voice acting coach, and made some serious upgrades to my home studio (iZotope RX and a new microphone).


The character I played was very anxious, fearful, and desperate for help. As a naturally anxious person, this was not a stretch for me to get in character. I thought about the times I have been extraordinarily anxious, and how my throat would pinch and my voice would become very strained and soft and high. It was combining those physical characteristics with the mindset of being trapped somewhere dark and terrifying that informed my performance.


I think I will always have a proclivity for shy, anxious, or quirky characters. They’re just so natural to who I am. But I want to take on other characters as well. Strong, royal, whimsical, wild–I was able to explore many different types with my coach. And again, the physical attributes are so important. How do you stand? How do you breathe? Where is there tension? Where does your voice resonate in your body?


This is something I practice every day, and if I can sound like a strong warrior, I really believe any voice actor with determination can also change their sound for a character that might not come naturally at first. And honestly, a good coach is more than worth the money.


Indie Game Awesomeness


I think many of us breaking into the field have had the heartbreak of projects falling through. And there’s really no way to be 100% sure a dev or team isn’t going to go radio silence on you at some point. But looking back at my experiences so far, there are some key things I’ll pay attention to when looking at jobs or casting calls:


  • Is there a playable demo? Doesn’t have to be a full game, but a demo shows the code, the art, and the vision are cohesive enough to create a working concept. Sketches alone with no playable content, or character “ideas” versus a script (“She sounds like Triss Merigold but more sarcastic and outspoken, she will make fun of the player here”) are warning signs to me that the concept might not be concrete enough at this point.


  • What is the state of the game? Is there a publisher? Is it greenlit, early access, in beta? In most cases you’ll want the basics in place before you bring in voice talent.


  • Does it sound like the devs know what they want for the character? “American female, 20s, high register, whispering, fearful, desperate for help” gives me a pretty good idea of how I’m going to voice this character.


  • How is direction handled? A different project I worked on this year called for a number of “exertion” sounds. Upon submitting my recording, the dev had some specific feedback. The character was a soldier. Could she sound more throaty and powerful? Working with someone who can articulate what they’re after is fantastic.


  • Is there a timeline? Of course deadlines are sometimes extended and setbacks come up. But having an overall plan that is followed as much as possible helps ensure the project does not end up in limbo.


  • And, of course budget and funding. Has the project been crowdfunded, is it paid for out of the devs’ pockets, or something else? How will you be paid? What amount? When?

Best wishes on your upcoming projects!



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!!! CLICK HERE TO READ MORE !!! Blog: Finding awesomeness in yourself as a video game voice actor Arcade Site http://www.giocando.gratis/blog/blog-finding-awesomeness-in-yourself-as-a-video-game-voice-actor-3051/

Video Game Deep Cuts: A Majestic Dishonored Easter Egg



The following blog post, unless otherwise noted, was written by a member of Gamasutras community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


 


[Greetings from a cosy Winter evening in the Bay Area with a whole heap of links piled on the virtual fire. A fair amount going on this weekend - I opted not to go to PlayStation Experience in LA, but it"s interesting to see what Sony fans & Internet nerds were excited about. Lots of HD remakes, of course, but the things that got my interest were the PaRappa The Rapper remaster & Nex Machina (the Eugene Jarvis x Housemarque game). Your mileage may vary, of course!

Oh, and quick mention of something cool we announced for GDC 2017. Art Boss, as I explained on my blog, is a collab with the amazing iam8bit crew & "a free-to-enter art showcase which’ll have spectacular art from all parts of the game dev process and a physical gallery at GDC itself." Check it out and enter - or get your artist friends to enter - if you can...

Incidentally, I probably shouldn"t finish this week"s write-up without linking to this Leigh Alexander piece and this Matt Lees piece about video games & culture wars. They"re both - as you would expect from Leigh & Matt - pure fire - and I recommend you read them, think about how we got here, and how we can get to somewhere, well, better.]

-------------------

Easter eggs evolved: Why gamers spent 3-years-plus studying GTAV’s Mount Chiliad (Richard Moss / Ars Technica)

"Just below the peak of Mount Chiliad, a huge mountain in the far north of San Andreas, a mysterious mural sits high atop a cliff face. It looks like a map of the mountain"s interior—a network of tunnels that connect five small chambers and three large ones with what appear to be a UFO, an egg, and a jetpack within them. Whether it"s actually a map isn"t clear."

The Uneasy Blurring of Work & Play (Tom Chatfield / How We Got To Next)

"What if your life was taking place inside a videogame, and you didn’t know it? The simulation hypothesis is a popular brand of contemporary paranoia, with a philosophical pedigree stretching back to Descartes. At my own more paranoid moments, however, I circle a different anxiety."

Lunch with the FT: Pokémon Go creator John Hanke (Tim Bradshaw / Financial Times)

"John Hanke arrives at Mijita on San Francisco Bay looking more like a middle-aged indie rocker than the chief executive of a company that this summer was estimated to be making tens of millions a week. His striped flannel shirt is unbuttoned over a T-shirt bearing a compass and the words, taken from a poem in The Lord of the Rings, “Not all who wander are lost”."

VR Locomotion Is A Problem That Has Many Half-Solutions (Kevin Carbotte / Tom"s Hardware)

"Vestibular mismatch problems became apparent in the early days of Oculus VR development. VR developers quickly discovered what triggers motion sickness, and several devs started working on solutions for the problem. So far, we’ve encountered no less than a half-dozen different locomotion mechanics. None of them are perfect, but each one has its merits. If nothing else, the variety of options illustrates the ingenuity of the VR developer community."

The Top 10 Video Games Of 2016 (Matt Peckham / TIME)

"From Battlefield 1 to The Witness, these are the best games of the year."

Seen In New York: The Strong Museum Of Play (EdLab Studios video / New Learning Times)

"Rochester, New York is home to The Strong National Museum of Play, a colorful and whimsical 282,000 square foot interactive museum devoted entirely to play. This unique institution houses the National Toy Hall of Fame, the World Video Game Hall of Fame, an indoor butterfly garden, a deep archive and library of play, and its very own on-site preschool."

How South Park: The Stick of Truth steeled Obsidian for making Tyranny (Bryant Francis / Gamasutra)

"The underlying premise of Obsidian’s latest RPGTyranny is that you’re a character willingly serving an evil overlord and working to support their dictatorial goals. Along the way, that means the player is going to participate in some grim stuff. Executions, betrayals, and mass murder may all be on the table for players willing to go along with the will over Overlord Kyros. "

The True Story Of Nintendo"s Most Coveted Game (Justin Heckert / ESPN)

"None of this would"ve happened had Jennifer Thompson not gone thriftin". This was in April 2013, and she was browsing clothes and $1 DVDs at the Steele Creek Goodwill in Mecklenburg County, North Carolina, when she noticed it behind the glass counter. The video game title sparked a memory, a Yahoo article about the rarest games in the world."

Why Cops Are Raiding Arcades Over a Fishing Game (Robert Rath / Waypoint)

"A squad of 23 police officers serve a search warrant at a house in Little Saigon, twenty minutes from Disneyland. Inside, suspects run from the commotion, trying to tear an air conditioner out and escape through a window. A dozen huddle in the living room in a pile, trying to hide their faces. All seventeen people are detained, and three arrested."

Why Some Video Games Are In Danger Of Disappearing Forever (Heather Alexandra / Kotaku)

"Years of neglect are eroding gaming history. Cartridges rot in garages, companies horde demos that they will never release, and obscure titles fade into the ether. Some games may even be lost forever."

Shenmue 2 - A Masterpiece Revisited (Digital Foundry Retro / YouTube)

"John revisits Shenmue 2, checking out what made it special, how well it holds up today and the best way to play in the 21st century. Plus: all the Xbox vs Dreamcast graphics comparisons and performance tests you"ll need."

The Game Archaeologist: EA’s Majestic (Justin Olivetti / Massively OverPowered)

"Conspiracy theories and paranoia were hot with pop culture in the 1990s, largely thanks to movies like The Net and TV shows like the X-Files, which had the tagline of “I want to believe.” With the rise of the internet during the decade and the fantastic leaps and bounds technology had been making, people were not only experiencing new ways to play games but also growing suspicious that these tools could have a sinister side."

Koji Kondo – 2001 Composer Interview (Game Maestro / Shmuplations)

"This lengthy interview with famous Nintendo composer Koji Kondo was originally featured in the jp book series game maestro. It looks back on Kondo’s musical history both personal and professional, going from his early days learning the Electone to his (then) most recent project, Majora’s Mask."

The top 10 video games of 2016 (Christopher Byrd and Michael Thomsen / Washington Post)

"While for many years the industry has churned out games that take a dozen or more hours to finish, this year saw the release of a number of titles that made a virtue of brevity. Here are the games that most occupied our thoughts this year, more than half of which can be completed in under five hours."

Yu Suzuki Interview - Childhood | SEGA | Arcade Games | Game Creation (Shenmue 3 / SkipCity / YouTube)

"Don"t worry about failing or succeeding. Just go all out with what you want to do."

The rise of romance gaming: is the perfect boyfriend inside your phone? (Jenni Marsh & Junko Ogura / CNN)

"When Ayumi Saito was 22 she broke up with her boyfriend. But the Tokyo resident found an easy way to fill the void left by her ex lover"s departure. She downloaded a romance gaming app onto her phone, and became one of the millions of women in Japan to swap real life intimacy for a fantasy."

Wargaming Needs New Recruits to Save Lives (Mark Wallace / How We Got To Next)

"Yuna Wong wasn’t a wargamer when she first walked into the Connections Wargaming Conference five years ago, but that didn’t stop the former Marine Corps operations analyst from feeling right at home. “I just stood there watching these middle-aged white men with baseball caps hunched over miniatures, and I had this overwhelming sense that I had found my people,” she says."

The man who made a video game inspired by escaping the secret police (Chris Priestman / Guardian)

"Ond?ej Švadlena’s open-world driving game doesn’t look like any other. The cars are old and beat up, there are no timers or cheering crowds, and the California sun is nowhere to be seen. Instead, a brown murkiness hangs over the entire world, lending it an eerie and oppressive quality. This is a driving game inspired, not by long pleasure drives along some Pacific highway, but by a childhood spent living in and eventually fleeing the Soviet bloc."

The Definitive, XL Interview With Mortal Kombat"s Ed Boon (Andrew Reiner & Suriel Vazquez / Game Informer)

"Ed Boon has likely been making video games longer than you’ve been alive. Years before he became the steward of the Mortal Kombat franchise, Boon was programming pinball and arcade games for companies that no longer exist. But despite his over 30-year history in the industry, he’s only ever really had one job. To get a full view of what such a storied career looks like, we talked with Boon about his early days at Williams Electronics, some of the names Mortal Kombat could have had, and what it’s like working on the same series for over two decades."

The Drake Incident: A Dark Souls Story (Electron Dance / YouTube)

"What happened when I met the Capra Demon in Dark Souls? [SIMON"S NOTE: This is a decidedly unconventional video essay, including some pretty adorable kid vs. dad Dark Souls play-acting!]"

Q&A: "Dishonored 2" Director Harvey Smith: "The World is a Sh*tshow" (Chris Suellentrop / Glixel)

"For a while, it seemed as if Harvey Smith"s destiny was to work on the best video games that most gamers never played. He was the lead tester of 1994"s System Shock and the lead designer of 2000"s Deus Ex, each of which has a claim to being the Velvet Underground of video games: They didn"t sell millions of copies, but it seemed like everyone who played them became a game designer."

How we turned $140k on Kickstarter into $40k in debt. And how we broke even (John Teasdale / Medium)

"I’m John Teasdale. My friends and I created The Contender: The game of Presidential Debate. On September 9th, 2015 we received $127,827.01 from Kickstarter. This sounds like a lot of money, until we say that this week, November 22nd 2016, we have finally gotten out of debt. That’s 440 days of work after creating the product and running the Kickstarter before we made $1."

The Unsatisfied Mind: Grappling With Depression in Game Development (Joshua Boggs / GDC / YouTube)

"In this extremely honest and intimate GDC 2016 session, Framed director Joshua Boggs talks about how his ambition slowly became a driver for depression in the wake of Framed"s success. Using himself as a warning sign, Boggs shares what warning signs game developers can look out for when their mental health is negatively influenced by the game development process."

The Kings of Catherine (Heidi Kemps / Red Bull eSports)

"If you made a list of potential competitive games, you probably wouldn’t place Atlus’s Catherine near the top of the list. Or on the list at all, really. After all, the game is primarily a single-player, story driven experience about a man whose inner conflict regarding his troubled relationships manifests as oppressive, trap-filled tower structures he must scale. By all accounts, this is not a game one would expect to see filling stadiums."

-------------------

[REMINDER: you can sign up to receive this newsletter every Saturday at tinyletter.com/vgdeepcuts - we crosspost to Gamasutra later, but get it first via newsletter! MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]



All copyrights for this article are reserved to http://feeds.feedburner.com/GamasutraNewshttp://www.giocando.gratis/blog/video-game-deep-cuts-a-majestic-dishonored-easter-egg-3073/



The following blog post, unless otherwise noted, was written by a member of Gamasutras community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


 


[Greetings from a cosy Winter evening in the Bay Area with a whole heap of links piled on the virtual fire. A fair amount going on this weekend – I opted not to go to PlayStation Experience in LA, but it’s interesting to see what Sony fans & Internet nerds were excited about. Lots of HD remakes, of course, but the things that got my interest were the PaRappa The Rapper remaster & Nex Machina (the Eugene Jarvis x Housemarque game). Your mileage may vary, of course!


Oh, and quick mention of something cool we announced for GDC 2017. Art Boss, as I explained on my blog, is a collab with the amazing iam8bit crew & “a free-to-enter art showcase which’ll have spectacular art from all parts of the game dev process and a physical gallery at GDC itself.” Check it out and enter – or get your artist friends to enter – if you can…


Incidentally, I probably shouldn’t finish this week’s write-up without linking to this Leigh Alexander piece and this Matt Lees piece about video games & culture wars. They’re both – as you would expect from Leigh & Matt – pure fire – and I recommend you read them, think about how we got here, and how we can get to somewhere, well, better.]


——————-


Easter eggs evolved: Why gamers spent 3-years-plus studying GTAV’s Mount Chiliad (Richard Moss / Ars Technica)



“Just below the peak of Mount Chiliad, a huge mountain in the far north of San Andreas, a mysterious mural sits high atop a cliff face. It looks like a map of the mountain’s interior—a network of tunnels that connect five small chambers and three large ones with what appear to be a UFO, an egg, and a jetpack within them. Whether it’s actually a map isn’t clear.”


The Uneasy Blurring of Work & Play (Tom Chatfield / How We Got To Next)



“What if your life was taking place inside a videogame, and you didn’t know it? The simulation hypothesis is a popular brand of contemporary paranoia, with a philosophical pedigree stretching back to Descartes. At my own more paranoid moments, however, I circle a different anxiety.”


Lunch with the FT: Pokémon Go creator John Hanke (Tim Bradshaw / Financial Times)



“John Hanke arrives at Mijita on San Francisco Bay looking more like a middle-aged indie rocker than the chief executive of a company that this summer was estimated to be making tens of millions a week. His striped flannel shirt is unbuttoned over a T-shirt bearing a compass and the words, taken from a poem in The Lord of the Rings, “Not all who wander are lost”.”


VR Locomotion Is A Problem That Has Many Half-Solutions (Kevin Carbotte / Tom’s Hardware)



“Vestibular mismatch problems became apparent in the early days of Oculus VR development. VR developers quickly discovered what triggers motion sickness, and several devs started working on solutions for the problem. So far, we’ve encountered no less than a half-dozen different locomotion mechanics. None of them are perfect, but each one has its merits. If nothing else, the variety of options illustrates the ingenuity of the VR developer community.”


The Top 10 Video Games Of 2016 (Matt Peckham / TIME)



“From Battlefield 1 to The Witness, these are the best games of the year.”


Seen In New York: The Strong Museum Of Play (EdLab Studios video / New Learning Times)



“Rochester, New York is home to The Strong National Museum of Play, a colorful and whimsical 282,000 square foot interactive museum devoted entirely to play. This unique institution houses the National Toy Hall of Fame, the World Video Game Hall of Fame, an indoor butterfly garden, a deep archive and library of play, and its very own on-site preschool.”


How South Park: The Stick of Truth steeled Obsidian for making Tyranny (Bryant Francis / Gamasutra)



“The underlying premise of Obsidian’s latest RPGTyranny is that you’re a character willingly serving an evil overlord and working to support their dictatorial goals. Along the way, that means the player is going to participate in some grim stuff. Executions, betrayals, and mass murder may all be on the table for players willing to go along with the will over Overlord Kyros. “


The True Story Of Nintendo’s Most Coveted Game (Justin Heckert / ESPN)



“None of this would’ve happened had Jennifer Thompson not gone thriftin’. This was in April 2013, and she was browsing clothes and $1 DVDs at the Steele Creek Goodwill in Mecklenburg County, North Carolina, when she noticed it behind the glass counter. The video game title sparked a memory, a Yahoo article about the rarest games in the world.”


Why Cops Are Raiding Arcades Over a Fishing Game (Robert Rath / Waypoint)



“A squad of 23 police officers serve a search warrant at a house in Little Saigon, twenty minutes from Disneyland. Inside, suspects run from the commotion, trying to tear an air conditioner out and escape through a window. A dozen huddle in the living room in a pile, trying to hide their faces. All seventeen people are detained, and three arrested.”


Why Some Video Games Are In Danger Of Disappearing Forever (Heather Alexandra / Kotaku)



“Years of neglect are eroding gaming history. Cartridges rot in garages, companies horde demos that they will never release, and obscure titles fade into the ether. Some games may even be lost forever.”


Shenmue 2 – A Masterpiece Revisited (Digital Foundry Retro / YouTube)



“John revisits Shenmue 2, checking out what made it special, how well it holds up today and the best way to play in the 21st century. Plus: all the Xbox vs Dreamcast graphics comparisons and performance tests you’ll need.”


The Game Archaeologist: EA’s Majestic (Justin Olivetti / Massively OverPowered)



“Conspiracy theories and paranoia were hot with pop culture in the 1990s, largely thanks to movies like The Net and TV shows like the X-Files, which had the tagline of “I want to believe.” With the rise of the internet during the decade and the fantastic leaps and bounds technology had been making, people were not only experiencing new ways to play games but also growing suspicious that these tools could have a sinister side.”


Koji Kondo – 2001 Composer Interview (Game Maestro / Shmuplations)



“This lengthy interview with famous Nintendo composer Koji Kondo was originally featured in the jp book series game maestro. It looks back on Kondo’s musical history both personal and professional, going from his early days learning the Electone to his (then) most recent project, Majora’s Mask.”


The top 10 video games of 2016 (Christopher Byrd and Michael Thomsen / Washington Post)



“While for many years the industry has churned out games that take a dozen or more hours to finish, this year saw the release of a number of titles that made a virtue of brevity. Here are the games that most occupied our thoughts this year, more than half of which can be completed in under five hours.”


Yu Suzuki Interview – Childhood | SEGA | Arcade Games | Game Creation (Shenmue 3 / SkipCity / YouTube)



“Don’t worry about failing or succeeding. Just go all out with what you want to do.”


The rise of romance gaming: is the perfect boyfriend inside your phone? (Jenni Marsh & Junko Ogura / CNN)



“When Ayumi Saito was 22 she broke up with her boyfriend. But the Tokyo resident found an easy way to fill the void left by her ex lover’s departure. She downloaded a romance gaming app onto her phone, and became one of the millions of women in Japan to swap real life intimacy for a fantasy.”


Wargaming Needs New Recruits to Save Lives (Mark Wallace / How We Got To Next)



“Yuna Wong wasn’t a wargamer when she first walked into the Connections Wargaming Conference five years ago, but that didn’t stop the former Marine Corps operations analyst from feeling right at home. “I just stood there watching these middle-aged white men with baseball caps hunched over miniatures, and I had this overwhelming sense that I had found my people,” she says.”


The man who made a video game inspired by escaping the secret police (Chris Priestman / Guardian)



“Ond?ej Švadlena’s open-world driving game doesn’t look like any other. The cars are old and beat up, there are no timers or cheering crowds, and the California sun is nowhere to be seen. Instead, a brown murkiness hangs over the entire world, lending it an eerie and oppressive quality. This is a driving game inspired, not by long pleasure drives along some Pacific highway, but by a childhood spent living in and eventually fleeing the Soviet bloc.”


The Definitive, XL Interview With Mortal Kombat’s Ed Boon (Andrew Reiner & Suriel Vazquez / Game Informer)



“Ed Boon has likely been making video games longer than you’ve been alive. Years before he became the steward of the Mortal Kombat franchise, Boon was programming pinball and arcade games for companies that no longer exist. But despite his over 30-year history in the industry, he’s only ever really had one job. To get a full view of what such a storied career looks like, we talked with Boon about his early days at Williams Electronics, some of the names Mortal Kombat could have had, and what it’s like working on the same series for over two decades.”


The Drake Incident: A Dark Souls Story (Electron Dance / YouTube)



“What happened when I met the Capra Demon in Dark Souls? [SIMON’S NOTE: This is a decidedly unconventional video essay, including some pretty adorable kid vs. dad Dark Souls play-acting!]”


Q&A: ‘Dishonored 2’ Director Harvey Smith: “The World is a Sh*tshow” (Chris Suellentrop / Glixel)



“For a while, it seemed as if Harvey Smith’s destiny was to work on the best video games that most gamers never played. He was the lead tester of 1994’s System Shock and the lead designer of 2000’s Deus Ex, each of which has a claim to being the Velvet Underground of video games: They didn’t sell millions of copies, but it seemed like everyone who played them became a game designer.”


How we turned $140k on Kickstarter into $40k in debt. And how we broke even (John Teasdale / Medium)



“I’m John Teasdale. My friends and I created The Contender: The game of Presidential Debate. On September 9th, 2015 we received $127,827.01 from Kickstarter. This sounds like a lot of money, until we say that this week, November 22nd 2016, we have finally gotten out of debt. That’s 440 days of work after creating the product and running the Kickstarter before we made $1.”


The Unsatisfied Mind: Grappling With Depression in Game Development (Joshua Boggs / GDC / YouTube)



“In this extremely honest and intimate GDC 2016 session, Framed director Joshua Boggs talks about how his ambition slowly became a driver for depression in the wake of Framed’s success. Using himself as a warning sign, Boggs shares what warning signs game developers can look out for when their mental health is negatively influenced by the game development process.”


The Kings of Catherine (Heidi Kemps / Red Bull eSports)



“If you made a list of potential competitive games, you probably wouldn’t place Atlus’s Catherine near the top of the list. Or on the list at all, really. After all, the game is primarily a single-player, story driven experience about a man whose inner conflict regarding his troubled relationships manifests as oppressive, trap-filled tower structures he must scale. By all accounts, this is not a game one would expect to see filling stadiums.”


——————-


[REMINDER: you can sign up to receive this newsletter every Saturday at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later, but get it first via newsletter! MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]



All copyrights for this article are reserved to http://feeds.feedburner.com/GamasutraNews


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