Here is the final version, ruthlessly cut down to 3min 33sec including credits.
Thursday, 17 October 2013
See You At The Bottom - final cut
Wednesday, 16 October 2013
Game Progress
I have the cave-in / rock crumbling noise completed. Several ideas bouncing around for soundscpaes, but getting them to a satisfactory level is another story. We have focus on our exploration mechanic rather than action platformer and so we have cut out the puzzle aspects except for keycards and boolean events to ground our game.
As a group, we meet up and discuss everything from storyline, coding issues, game art, required assets, ideas for levels, and everything in between. Each time we have class and every so often outside of class, to make sure we are all doing our part and helping push the project forward. I am confident at this stage we should have our game done on time (hopefully without cutting corners).
Monday, 14 October 2013
Interview - Do a ruthless cut / Get down to 3.20 (MAX)
I am at the point now where the interview is sitting comfortably around the 5-6 minute mark. This however is still nearly double my intended length. What I will have to do is trim it down and cut people out if necessary (probably all the dark footage / noisy footage). Then I will have an extended version for myself with everyone in it; and I'll probably extend the 6mins to more like 7. When I get more people shot for this, I'll redo my doco and I'd say I'll reach the 15min mark easily.
Now that I'm certain I'd lose marks for exceeding the 3 minute by anymore than 20 seconds;
I can focus on trimming so I can approach the last few issues:
Re-record Intro audio (draft is too quiet and badly enunciated)
Light levels (cutting dark footage will help)
Add names / relationship to Rick (essential)
Add B-roll to break up long sections (or mask cuts)
Use transitions where appropriate (don't over use!)
Collect up the permission forms
Adjust music / volume levels
Add credits (can extend over the time limit if necessary)
Friday, 11 October 2013
Game Music and Foley
I now have draft versions for the tunnels and the moon surface. Currently working with the engineering level track.
I have draft versions for running / walking and robot chatter for Luna. I also have audio for oddities such as lights, brushing teeth, drawers and things (although we may not end up getting to that level of detail.)
Monday, 7 October 2013
Interview Progress
With more than enough footage to work from (9+ interviews), I am now up to viewing and editing.
I may need more B-Roll as I don't have that much, but with gently panning or zooming stills, this may prove to be enough to fill the gaps of this project.
I am trying to decide how to have the questions and general narration.
I was considering having a voiceover, perhaps with Text to reference from time to time.
Eg. Names, Dates, Relationship to Rick?, What they do? (work/study) and the questions themselves?
I also need to start looking for some suitable music. It's a shame that the most ideal tracks are copyright such as: Blindspott - Phlex, Blindspott - S.U.I.T., DevilDriver - Mountain, Chimaira - Severed, Chimaira - Empty, DevilDriver - Head On To Heartache, 8 Foot Sativa - Chelsea Smile,
Lamb Of God - Ruin, Lamb Of God - Laid To Rest, AC/DC etc etc.
I guess the list goes on. However, I do know the guys from Pariah who may be interested in sharing their music with my project (which works well as Rick knew at least some of the band).
Sunday, 6 October 2013
INTERVIEW PERMISSION FORMS
Can I please get everyone to print, sign and get these back to me by the 18th for my hand-in?
Can be by snail mail or email, I'm not fussed either way.
Although I've left it a bit late, so email would be best :)
From NPL I need:
Vicki's
Deb's
Sefton's
Shannon's
Tamara's
Bronson's
and from WLGTN I still need:
Nick's
Shelley's
Fraser's
Soundtrack Developments
Despite being under the weather for the last few days,
I have managed to make progress with BGM or game soundtracks/soundscapes.
The moonbase track is 100% but I have been trialling alternatives.
The music for the bio-dome is done to 90%; it just needs tweaking and leveling.
I have a few ideas for the other tracks but haven't actually made them yet.
This week I will get more of the sound effects done and aim to get all the tracks to at least a 70% completion standard.
I will also scan in a few puzzle concepts I have quickly sketched when struck with an idea.
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