So the Alamo Drafthouse yesterday announced that with the support of director Paul Thomas Anderson, they are launching a new VERTICAL format theater in downtown Los Angeles. That’s right, they are turning widescreen on its head!
Here’s the schematic:
Or… should we be somewhat suspicious?
I do love that schematic.
But the release, dated 3/31/19, is by a gentleman named John Smith. And we all know what happens on April 1.
Hope you all enjoyed this one as much as I did. Well played, Alamo, well played.
Your Austin Videogame Writer has been surfing the deep video rabbit holes on YouTube and he’s found this little gem for your nerdly appreciation. Enjoy!
Warning: may or may not be game writing related. But isn’t video content inherently writing-related?
I’m calling this one the “woo” episode ?
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? Y’ALL ALWAYS ASK ABOUT GEAR ?
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Workhorse camera http://amzn.to/2aHkv35
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That nail polish tho http://amzn.to/2xL3XxY
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If you’re new here, my name is Andrew Huang and I’m a musician who works with many genres and many instruments – and I’ve also made music with many things that aren’t instruments like balloons, pants, water, and dentist equipment. For more info visit my website: http://andrewhuang.com
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Our friend Kendra is hosting a Video Game Coding Workshop with Instructor M. James Short for kids age 11 to 15. Her goal in preparing this workshop is to expose kids of color to professionals in the tech industry.
This workshop is meant to connect kids (who now see themselves portrayed in movies involving technology that changes/ saves the world) to real professionals in a tech/coding field.
She had 12 spots open for kids 11 to 15 to participate in a weekly videogame coding workshop from February 6th to March 6th 2019. All technology will be provided for this FREE workshop, first come, first served, open to the public. The workshops will be held every Wednesday from 3pm to 5pm at Carver Branch Library.
Please RSVP to email@example.com. There are always 12 spots open each week, so if a child does not get to fully participate one week, they can come back for another week. Likewise, participants are not obligated to participate every week.
Each week students will focus on a different lesson regarding the process of making their very own videogame, and they will be instructed by a professional videogame designer as they create their own game.
The videogame world and the copyright office do have their collisions. In our modern digital culture, a video game can have as much popular mindspace as a popular film or television show. So, naturally, a big game can create opportunities for parody, comment, and post-modern artistic manipulation.
We saw this question on Quora recently:
Can a parody style fan game have Fair Use protection if it uses the original game’s art assets?
Yes, although you can still get taken to court if your original game’s publisher is aggressive.
Fair Use isn’t guaranteed; it’s a legal line that gets tested in court when a case arises. There’s a couple good online tools that will help you assess and strengthen your argument like the Fair Use Evaluator .
My advice is if your game is fan-built, truly parodic, and unlikely to make a profit, go for it. The publisher is unlikely to see it.
Two gate agents (Tina Fey, Taran Killam) call increasingly ridiculous boarding groups including children with small parents, frequent fly girls, X-Men First Class and, finally, themselves after they fall in love. [Season 39, 2013]
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So what distinguishes a good videogame company from all the failures?
We came upon this game industry question on Quora:
What separates successful indie games companies from unsuccessful ones?
We couldn’t resist writing up a quick answer. You can see the brief answer at the Quora link below, but here’s a more in-depth discussion:
There are a lot of elements that go into a successful indie videogame company, just like any other business. It can fail on funding, staffing, management, vision, design, execution, technical foundation… so many pitfalls. But if I were to pick one, I’d say FOCUS is the key to a successful indie game company. You could also say DISCIPLINE.
People don’t make videogames to make money or to become famous (although that’s usually in there somewhere*)… they make games because they’re passionate about games, love playing them, skilled at creating or coding, and love sharing the joy and fun of a good videogame.
The most common mistake I’ve seen with game startups — and with the personal approach taken by videogame employees toward their work, as well! — is that people don’t know where to draw the line. They overestimate what they can do, lose track of their budgets and their scope, and gallop headlong off the cliff of fiscal and timeline suicide. The saddest cases involve videogame companies that bet the farm on that first game, without realizing how malformed the initial approach was.
1) The game concept was for a Triple-A title, but they had a single-F budget.
2) The game concept was essentially a remake of last year’s big hit, and by the time it got to market five years later, it looked uglier and played worse than the game that inspired it.
3) The team was passionate but green, and they bit off more than they could chew.
4) The game was well-funded by one of the biggest companies in the world. The team was full of veterans. Great marketing and support. Everyone wanted the game to be a blockbuster, but too many months wasted on building hype, making demos that didn’t improve the game, and indecision on actual gameplay. By the time it hit the market, it sold well enough, but was too late to make a real impact. Bitter? Me? No, never!
Focus maintains a clear vision of a viable, polished, and fun product that fits the market and the resources available. You rarely see an indie game company fail because it thought too small (although it’s possible). You often see a game company fail because its reach outstripped its grasp.
I think it's also important to acknowledge how stacked the deck is against videogame development/publishing success. The odds are not in your favor, bravehearts. As with movies, it's a saturated market and your efforts are competing with some of the heaviest hitters and most beloved franchises in the world. As a result, a lot of indies cannot be blamed for failing. Market conditions shift during a game's months- or years-long production
But I guarantee you: if an indie game company is in the black, they are lean, mean, and focused like a laser on their goals. And they should be championed for it.
I met a guy recently who is one of the founders of Storm Wars, a free-to-play collectible card game on PC, Mac, iOS, and Android. He's not a gaming icon, but he's making ends meet while working for himself creating games. I told him, "You're living the dream!" and he laughed... but I really think it's true. Anyone who's hammered out a place in the game industry independently is worthy of our respect.
*If you just want to make money, you’re probably at a bank figuring out how to cook up some new and ethically-dubious financial instrument. If you want to be famous, you’re probably… waiting tables in Hollywood.