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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? THE SAMPLE ?
Thanks to Nahre Sol and Mario Romano!
? THE GUESTS ?
Sarah, the !llstrumentalist
https://www.instagram.com/officialvirtualriot Tweets by Virtual_Riot
? STREAM/DOWNLOAD ON BANDCAMP ?
So there are a lot of you and sometimes we run out of free downloads because there’s a monthly limit on Bandcamp. Try putting in $0 and see what happens though. Or, you know, financially support musicians, maybe that could be a thing.
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? Y’ALL ALWAYS ASK ABOUT GEAR ?
My music software https://reverb.grsm.io/ableton-live-10-suite
My audio interface https://reverb.grsm.io/apollo-twin-mkii
Mic for all my vocals https://reverb.grsm.io/shure-sm7b
Mic for all my vlogging http://amzn.to/2lpjHEq
Softsynth I’ve used the most: https://bit.ly/2wwZ4cI
Sound bank I’ve used the most: https://bit.ly/2NBCEhI
Lite version of sound bank: https://bit.ly/2NvDzA9
Headphones – plain, solid https://amzn.to/2sFmAmJ
Headphones – rose gold, hype https://amzn.to/2JmTmDK
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Speakers in my studio https://reverb.grsm.io/tannoy-802
Portable audio recorder https://reverb.grsm.io/zoom-h6
Insanely affordable analog synthesizer https://reverb.grsm.io/arturia-microbrute
Ableton Push 2 https://reverb.grsm.io/push-2
Pocket drum machine https://reverb.grsm.io/po-32
How I learned synthesis: https://bit.ly/2PROCoT
Workhorse camera http://amzn.to/2aHkv35
Cinematic camera http://amzn.to/1RJk8n9
Travel camera http://amzn.to/2ayp5iI
That nail polish tho http://amzn.to/2xL3XxY
? SPECIAL THANKS TO ALL MY TOP PATRONS ?
Noa Anny Michael
Seth Olav Yong
Fred von Graf
florencia la rica
James Paul Walker
Benjamin San Souci
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
You can also stream and download my 40+ albums and EPs at http://andrewhuang.bandcamp.com or check out my other videos at http://youtube.com/andrewhuang
Thanks for watching today and a big hug to you if you share this video with someone!
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 firstname.lastname@example.org. 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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Full Episodes: http://www.nbc.com/saturday-night-liv…
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.
A game designer hopeful wrote us to get some guidance on coursework. We thought it’d be helpful to everyone to share the response.
It’s good that you’re so focused on your goal of game art/design.
However, I’m surprised you don’t enjoy classes like sculpture and photography. Most game artists would gladly swap places with you right now to enjoy the creative freedom and opportunity to learn. Seriously. For them, those two subjects would be the definition of fun. (They are for me!) They also call upon many of the same skills you’d need as a game artist – an eye for composition, form, line, juxtaposition. If you lack those skills, or don’t enjoy using them, perhaps you should re-evaluate your career goals using a book like “What Color Is Your Parachute”. I don’t mean that as a knock – it’s just very surprising to hear of a would-be game artist who doesn’t enjoy art classes.
Even though it’s not digital art, these studio art classes are important to your development and ability to work in the industry. (Sculpture translates directly into 3D modeling, and photography helps with a lot of aspects of design and art.) The best game artists live and breathe art. They are constantly doodling and creating in both digital and traditional forms. Most of them have at least some classical training like the training you’re dreading now. Artists who only have digital skills almost always cannot do the same quality of work. You’d think it wouldn’t be obvious, but you can really tell the difference in the quality.
In short, you need to broaden your definition of art and design. Enjoy these classes, and if you find them odious, you should really find out why.
On 6/20, C, D <> wrote:
I am bored because I have to take sculpture, photography and what does that have to do with gaming. I don’t like doing that kind of stuff. Why can’t they teach me what it is that I need to learn. I guess school or college is not for me but I need them to help me obtain my goal. So how can I get pass all this in order to more ahead. My parents are riding my back and the more they ride me the more discouraged I get. I love drawing my own cartoon characters, and the ideas in my head, but there are no trade school in my area.
Can you give me some advise on how to get past this so I can accomplish my goal. I would appreciate all the help I can get.
Sent: Tuesday, June 19 5:14 PM
Subject: Re: Gaming (UNCLASSIFIED)
I’m not sure why you’re bored. I would hope that the courses would be a bit exciting. What kind of courses are problematic for you? Are you bored because the courses don’t seem related to game work?
On 6/18, < > > wrote:
My name is D, and I am a sophomore in college. I am very interested in game design/art. I find it very frustrating to maintain what I learn in school. I find the classes they are offering to me very tedious and boring. I need to know how I can maintain my studies the rest of my college years. We don’t have a tech school by me to attend so that means I have to go to college. I will get my B.F.A. so any advise on how to stay alert with the classes. Thanks.
We’re all proud of Austin Central Library. It’s an impressive structure right by Town Lake in the heart of downtown, with a lot of great books, an event space, a rooftop butterfly garden, a “tech petting zoo” where visitors can try out new gadgets, and even a world-class collection of self-published lit with a focus on Austin ‘zines.
There are only two places in Texas on the list. (The other is Morgan’s Inspiration Island in San Antonio.) Here’s the page for the library: http://time.com/collection/worlds-greatest-places-2018/5359176/austin-central-library-texas/
If you haven’t visited our local oasis of words, get down there ASAP. Any good game writer should of course be just as enamored with the written word as with digital entertainment.