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Crim Da

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About Crim Da

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    ANIM8!

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    United States

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  1. Sonic Origins has a Discord Server if you're interested: https://discord.gg/Np6MAgs 

  2. My comic issue is almost doooone. Then I can live again.

  3. Hi all, I kinda crawled into my animating abyss for a while. But! I have finished the trailer for this animation project just in time for the new comic hype train. If you're curious, you can take a peek at it: You can also follow the project on that same Youtube channel or on Tumblr or Twitter. Thanks! I'll have more content soonish. like storyboards and maybe some unused content.
  4. Geeze, it's been a while! D:

    1. Guest

      Guest

      Welcome back.

  5. Geeze, it’s been a while. I forgot to update this. Anywho, I posted on the tail end of 2016 for some voice auditions for an animation project I was working on. I figured I would pop by and give some updates...hopefully bumping a beyond-dated thread isn't annoying. I figured it would be better than just continually making them. :B ( I’ve been updating the site and Tumblr pages regularly, tho. If you want some more stuff you can always poke them. Here's the Tumblr , Twitter or the Site.) First of all, the voice cast! I would rather not waste time listing names, so have a video to list them! (You can also sub to the Youtube channel there if you want. My Mic isn't quite up to snuff to make video updates.. though I'm working on it.) I’ve got a majority of the voices for the trailer and first episode. There’s still a few things I’m missing voice-wise. But hopefully I’ll have them by time they’re needed. Second of all, the animation! I’ve got most of the trailer finished. The trailer is a couple scenes and a good few comp sessions away from being done. On other social platforms, I’ve posted some screenshots, so you guys get some screenshots as well. As well as a snippet of actual animation. I can give you all some WIP shots if you want to see them, but they're not as pretty. I'll pop back in to announce a trailer release or just.. up and post the trailer here when it's finished. Whichever strikes me. After the trailer Is done and released, I can get back to the animatic and start animating that out. /wanders oooofffff.
  6. Last day to audition. Then I promise I can stop with all these annoying bumps. Lol
  7. 3 Days left to audition if you're interested! There's also a progress update on the Hydrocity Blog: http://hydrocity.zone/?p=328
  8. All right! A few more model sheets for ya: If you wanna follow, there is a Tumblr and Twitter as well: Sonicorigins.tumblr.com Twitter.com/sonicoriginsdev The site has also been updated to match. http://www.hydrocity.zone So yeah... waiting on the music guy to finish trailer music and so I can start doing cool stuffs... but have this in the meantime.
  9. 13 more days to send in an audition!
  10. I'll be honest, I know nothing about the specifics when it comes to sound. So I don't really have any specific qualifications for mics or audio. My only requirement is that I need to be able to hear people clearly and without noise. And, as mentioned in the ad, if the role calls for something specific in the line (distortion, leveling, adjusting the clipping levels, etc..) I don't have the equipment to do that. So I would like it if the person in that role could do that and I would just tip 'em a bit extra for the time and effort. Also, for those who like some visuals, I made these couple model sheets to give a glimpse into the quality I'm going for: I might tweak 'em a bit after a draw them a few hundred times, but I think for the most part these should work!
  11. Just a quick update. I've been working on the level layout and camera. I figured getting all the level worked out should be my next step. Today I did my first camera test. There's still things that need fixing, but hey, stuff moves.
  12. Not really...? I mean, years ago you didn't have the amount of demand in graphics and gameplay that we do now. The only way that it's cheaper now to make a game is if you're a smaller studio distributing through your own non-traditional channels. With studios that sell their games through traditional means (game stores with purchasable disc copies or are large studios), they still have to go through the same channels which means paying licensing and salaries. Granted, they do try and outsource some of these jobs to other countries to offset that cost but there are so many jobs that need done with these bigger games. With a game like Assassins Creed, take a look at the credits and see how many studios spanning the globe that they take to make one game. There is demand from these companies for better realism, better AI, bigger games and more missions/levels to get your moneys worth. Having more of these things means more staff which means more overhead and bigger cost. Generally Triple A Studios that have these bigger/more expensive games, which I think is where micro transactions are met with more frustration. In smaller games that are cheaper/less content, micro transactions are a way to build additional revenue or add some more content on later. It's not met with as much frustration on these types of games. Devs also have little say in what these Triple A games are going to do when considering Micro-Transactions. Those decisions fall on the project/company leadership and not the ones that are writing the code. So you might want to blame stock-holders or project managers on that one. In my own opinion, I think a game should hold up on its own without the need of extra transactions. Usually they do. Micro-transaction items are usually additions to games that aren't essential. It's when the game goes crazy with them and games the game impossible to complete without them that it starts becoming a problem.
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