Firstly apoligies if I write something wrong or use the wrong terminology, im not a computer geek and my expertise stretches to setting the 4th quickest time on 'high speed ring' on Gran Turismo when i twas a boy... Secondly apoligies for the messy paragraphing and grammer, i'm peppered.
All this week and a few days previously in the last weeks i've been working for 'Dark Energy Media UK' (i might have sent some on here a link to their newly setup FB fan page). Anyhoo... got the gig through pestering them at an xmas do as my mate works for them as a water concept artist and renderer so took me to the xmas do as a guest and I met the bosses, my mate mentioned my line of work and recommended me... which was nice, anyway word of mouth doesnt seal the deal so in I go to see them early feb and then get asked to get involved after getting the performance guns out (Ron Burgandy style) they are developing a game called Hydrophobia.
(be aware the info is not upto date and doesnt really do the game justice at the mo) http://en.wikipedia.org/wiki/Hydrophobia_(video_game)
I've been doing a few (well three so far) of the voices and characters for the game. I've also been acting as a character and performance realism expert for them, which has been a real eye opener. *Due to the game being bought so to speak, they aren't and indeed haven't, been allowed to release shots of much info since mid 2009.... boy how thats all about to change*
As for the game, It will be the first game in the world to use a new process and engine called 'hydro engine'... which basically gives the water an AI quality, something i cant describe but to look at is brilliant and uber realistic.
(again the shot is old and imagining has moved on so much since)
The basic premise of the story is.
Its also been taken under the wing of a HUGE computer firm, who will overlook and in effect release the game. i'm not at liberty to say who that is for legal reasons but it'll be revealed at the end of the month with a big promotional push, games con premiere and first showing of the official trailer that will, well to put it bluntly, blow people away.
(excuse poor pic, in corner of studio where they let me keep my laptop and view snippits of my characters when they see fit)
My involvment...
Whats shocked me really has been the speed at which i've had to operate in everyway this week. The trailer was asked for last week and its been written, performed, rendered, processed and the process repeated until this evening when it was sent to the big bosses, whilst at the same time I've been performing acts and scenes for characters from the rest of the completed game.
i mean when performing on stage I work with scripts for weeks sometimes months, tv and radio I have a good week or so to prep but with Hydrophobia its been a case of getting into studio in the morning and been given scripts to perform and do my stuff with on the spot right through to the evening (no easy feat I can assure you, but i guess this is why I do what I do) so far performing the roles of a aging Russian Scientist and a chirpy Scottish Mechanic, the final one to do next week will be an American G.I Head of Security.... I felt so sorry for the script and scene director as the stress he, and tbh everyone involved in the game must be under is unbelievable... luckily the gaming company is very relaxed and fair.
its weird really as the games been locked in development for five years and only now alot of things are complete/near completion does the gears change and everything comes to a head. its truly brilliant to be involved in and pretty much single handily see over alot of characters personas and 'realism' in such a big project.
In studio for the last two days we have been pretty much solid concentrating on the trailer ready for the American Games Expo at the end of this month... theres been the director and studio manager there, the studio manager is a french musician, what a guy.
he was a big international musician back in the day and doesnt understand British wit at all but is such a cool guy, the games company asked him if he was prepared to compose a trailer soundtrack as well as juggling a young family and the day to day of the studio... the guy stays up throughout the night and writes a piece that I honestly think will become as iconic as the Halo theme tune, upon playing it to the team back at the offices, people just started clapping, jammy sod... he wrote, performed, sythed and edited the thing in a night.
I think with his involvement (and mine hopefully) a new dimension has been added to the game, well at least i hope.
I was prepping this morning when Martin (the studio owner) walks in, now I never get star struck, i'd say Robert DeNiro and Steve Coogan being the only two people that would probably throw me... well martin turns out to be steves brother, I was stood there like a ten year old... Partridges brother?!?! and yes... i threw a minimum of two partridgisms in (he laughed at one...)
When I first started I just saw it as a chance to do some voice work and flex my muscles abit, but as the times passed and i've been included more, looked to for advice and generally been bought into the game more i've found myself actively getting involved, even going in to coach another actress FOC but i guess i'd be the same with any project as i dont want to look, sound or feel like I havent gained the best results. It helps the CEO being a massive car buff too, I showed him a lil clip of my cars exhaust and he wants a copy to use as a sample on something in the game!!! how i LOL'd.
Luckily as im not employed by the company as such I can speak my mind and get to sit in on important meetings that are in reality above my station, the insight is crazy... also the CEO is asking me questions that are in essence really important to the game, often though theres people there fully able to answer so I have to make everyone feel as if I'm not stepping on their toes.
not sure why have babbled on, just thought it would be of some interest to some of the gamers and peeps on here and gives a lil insight into the job I do (when theres bleeding work about!!)
back in tomo to continue being a Scot haha. As soon as I get the all clear to post some in game stills and the trailers online, etc i'll let anyone bothered know. oh and the minimum estimated download numbers for the game upon release are estimated at 2 million so far!!!! wow...
"mines a pint"
All this week and a few days previously in the last weeks i've been working for 'Dark Energy Media UK' (i might have sent some on here a link to their newly setup FB fan page). Anyhoo... got the gig through pestering them at an xmas do as my mate works for them as a water concept artist and renderer so took me to the xmas do as a guest and I met the bosses, my mate mentioned my line of work and recommended me... which was nice, anyway word of mouth doesnt seal the deal so in I go to see them early feb and then get asked to get involved after getting the performance guns out (Ron Burgandy style) they are developing a game called Hydrophobia.
(be aware the info is not upto date and doesnt really do the game justice at the mo) http://en.wikipedia.org/wiki/Hydrophobia_(video_game)
I've been doing a few (well three so far) of the voices and characters for the game. I've also been acting as a character and performance realism expert for them, which has been a real eye opener. *Due to the game being bought so to speak, they aren't and indeed haven't, been allowed to release shots of much info since mid 2009.... boy how thats all about to change*
As for the game, It will be the first game in the world to use a new process and engine called 'hydro engine'... which basically gives the water an AI quality, something i cant describe but to look at is brilliant and uber realistic.
(again the shot is old and imagining has moved on so much since)
The basic premise of the story is.
In the mid 21st Century, Thomas Malthus's 18th Century prophecy will finally be realised.
The Great Population Flood has brought the world to its knees. Cities and towns have become swamped as mass poverty spreads, and the rights of the individual are lost in a sea of desperation.
You are Kate Wilson, a Security Engineer onboard the Queen of the World - a stateless supership where the powerful and the wealthy live in exile from the chaos of the outside world, but united in their quest to save it.
For ten years this "City at Sea" has stood as a beacon for progress, prospering as the rest of world slowly drowns.
On the eve of the Queens massive anniversary celebrations, with a breakthrough announcement looming, the great vessel comes under attack.
Trapped behind enemy lines, Kate must fight her own demons as she becomes the last hope against an army of Neo-Malthusian terrorists, whose philosophy is simple: "Save the world, kill yourself".
Its also been taken under the wing of a HUGE computer firm, who will overlook and in effect release the game. i'm not at liberty to say who that is for legal reasons but it'll be revealed at the end of the month with a big promotional push, games con premiere and first showing of the official trailer that will, well to put it bluntly, blow people away.
(excuse poor pic, in corner of studio where they let me keep my laptop and view snippits of my characters when they see fit)
My involvment...
Whats shocked me really has been the speed at which i've had to operate in everyway this week. The trailer was asked for last week and its been written, performed, rendered, processed and the process repeated until this evening when it was sent to the big bosses, whilst at the same time I've been performing acts and scenes for characters from the rest of the completed game.
i mean when performing on stage I work with scripts for weeks sometimes months, tv and radio I have a good week or so to prep but with Hydrophobia its been a case of getting into studio in the morning and been given scripts to perform and do my stuff with on the spot right through to the evening (no easy feat I can assure you, but i guess this is why I do what I do) so far performing the roles of a aging Russian Scientist and a chirpy Scottish Mechanic, the final one to do next week will be an American G.I Head of Security.... I felt so sorry for the script and scene director as the stress he, and tbh everyone involved in the game must be under is unbelievable... luckily the gaming company is very relaxed and fair.
its weird really as the games been locked in development for five years and only now alot of things are complete/near completion does the gears change and everything comes to a head. its truly brilliant to be involved in and pretty much single handily see over alot of characters personas and 'realism' in such a big project.
In studio for the last two days we have been pretty much solid concentrating on the trailer ready for the American Games Expo at the end of this month... theres been the director and studio manager there, the studio manager is a french musician, what a guy.
he was a big international musician back in the day and doesnt understand British wit at all but is such a cool guy, the games company asked him if he was prepared to compose a trailer soundtrack as well as juggling a young family and the day to day of the studio... the guy stays up throughout the night and writes a piece that I honestly think will become as iconic as the Halo theme tune, upon playing it to the team back at the offices, people just started clapping, jammy sod... he wrote, performed, sythed and edited the thing in a night.
I think with his involvement (and mine hopefully) a new dimension has been added to the game, well at least i hope.
I was prepping this morning when Martin (the studio owner) walks in, now I never get star struck, i'd say Robert DeNiro and Steve Coogan being the only two people that would probably throw me... well martin turns out to be steves brother, I was stood there like a ten year old... Partridges brother?!?! and yes... i threw a minimum of two partridgisms in (he laughed at one...)
When I first started I just saw it as a chance to do some voice work and flex my muscles abit, but as the times passed and i've been included more, looked to for advice and generally been bought into the game more i've found myself actively getting involved, even going in to coach another actress FOC but i guess i'd be the same with any project as i dont want to look, sound or feel like I havent gained the best results. It helps the CEO being a massive car buff too, I showed him a lil clip of my cars exhaust and he wants a copy to use as a sample on something in the game!!! how i LOL'd.
Luckily as im not employed by the company as such I can speak my mind and get to sit in on important meetings that are in reality above my station, the insight is crazy... also the CEO is asking me questions that are in essence really important to the game, often though theres people there fully able to answer so I have to make everyone feel as if I'm not stepping on their toes.
not sure why have babbled on, just thought it would be of some interest to some of the gamers and peeps on here and gives a lil insight into the job I do (when theres bleeding work about!!)
back in tomo to continue being a Scot haha. As soon as I get the all clear to post some in game stills and the trailers online, etc i'll let anyone bothered know. oh and the minimum estimated download numbers for the game upon release are estimated at 2 million so far!!!! wow...
"mines a pint"