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Greetings my dear Patrons. I hope you've all had a lovely weekend.

Thanks for the responses to the post concerning Gang Beasts. It appears that opinion was heavily in flavor of continuing the cutting and editing for Random Gang Beasts Bullshittery. Therefore progress on that continued and work has been great. I've spent about 6 working days so far and here's where I am:

So the 1 hour stream has been cut to roughly the halfway mark by last Wednesday. Currently there's about 30 minutes of usable footage. But I expect the total duration is going to be about 20 minutes once the remainder is cut, and you take out the 'ums' and 'ahhs' to give it that bullshittery rhythm. 

Thus far it's quite neatly split into 8 segments based on the levels we played. And I'm currently working through the text and the animations at the 3 minutes and 50 second mark.

I expect that by the end of this week 2 I'll be around the 8 minute mark. By the end of week 3 the 12 minute mark. By week 4 the 17 minute mark. Leaving week 5 for the final parts and the quality assurance.

If you'd prefer, I could always do the 50/50 thing, where I try to get you the first 10 minutes as soon as possible by doing the test rendering early? Though it might end a bit abruptly. Entirely up to you. I'm easy.

So in terms of editing this has proved much easier than I'd expected. Gang Beasts has some unique properties which is actually making this kind of pleasant. Far from the difficult project I was expecting.

  •  The cartoony colour pallet is making the text fit into the scene in ways that come across as much more natural than other games I've edited. 
  • The keyframing, whilst almost always manual, doesn't necessarily need to be 100% precise because the characters sway. The ragdolls move as if drunk. Meaning that if the text slides around slightly above their heads then it doesn't immediately break the illusion as much as if the characters are completely stationary, like in most other games. In fact sometimes it helps if you're imprecise, because you translate that same sway into the text to make it seamlessly blend in. 
  • The games aesthetic is making masking easy. This is where you make cut-outs in order to create the illusion of one thing moving behind another. The simple shapes in Gang Beasts means that I can mask much more freely. Sometimes it only required half a dozen keyframes to mask something well. Compare and contrast the eldritch horror-show that was Rising Storm. Fifty mask points, frame by frame, every time a G.I. walked past the camera. It's like nightmare fuel but for editors.

So all in all, the project continues well. And I'll try to bring the video to you as soon as I can. So far so good :)

And thank you kindly for your patronage, once more.


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