G'day, Pardners.
Let's get into it. The Stalker 2 playthrough is done, clocking in at over 240 hours across 2 of the 4 separate endings (I made a save before a key choice and was able to go back and choose a different ending). The script outline is also completed, and I've started work on the script. It might be longer than the 40 minutes I'm shooting for, but the focus is still the same. Lots of positive inspiration, and the words are flowing freely, always a good sign.
The next indie preview is going to be something different. Normally I pick a game in early access which I feel deserves attention, but this time I'll focus on an indie which has already released and doesn't have such a positive spin. It's an interesting case study which has already been covered by many, but I'd like to experience it for myself. We all love a surprise.
Beyond that I'd like to do the special project that I had in mind last year. It's a different approach to the other videos, and I don't have a workflow for this format so it should be interesting.
What's Blondie playin'?
Not much, as it turns out. I finished Blood West: Dead Man's Promise DLC a week ago, lots of fun new mechanics, worth the money. There's been a lot of buzz around Storage Hunter Simulator, and I've been playing that to fill the time until Kingdom Come: Deliverance II drops. I'm committing to some study for my IRL job so there may not be much free time for KCD2, but I'll squeeze it in where I can. I expect that'll take the better part of a couple of months to complete.
Ambitions
This is a new section which I'll periodically add as appropriate for channel-related stuff that I should do/streamline.
I'm thinking about making every second or third month a public post. There are a bunch who follow my Patreon as free members, and I'd like to reach them with these posts occasionally.
Short and sweet this month. I don't know how many of you read my posts, but I appreciate and love ya all the same.
Until next month, Pardners.
Hey Folks, the video is finally done. Apologies for the late release, a few things came up near the end of the month which delayed release. I hope you enjoy it!
G'day, chaps and chapettes. July down, progress made.
The Doom/Quake horror video is now at 1hr 36mins. I had hoped to be closer to the 2hr mark by now but stumbled across more supporting material, and viewing/cutting it has taken longer than expected. I'm also making an effort to use footage which supports talking points, and because the script is loaded with talking points (and because the Doom 3 playthrough spans 18 long video files), finding footage to support even a single paragraph of the script has sometimes taken 30mins or longer. There was also another body of work I needed to complete for the Blondefire channel which was delayed by last month's IRL work, so July was very much a catch-up month all around.
The good news is that July was free of IRL distractions so I've made big progress on the video. I normally add the backing track after the footage and voice over is laid, but this time I've added it as I go. This means that the next (and final) pass only requires QA checks and audio ...
G'day, chaps and chapettes. What a crazy month it's been.
So. The video production is coming along nicely. There are a tonne of images, sounds, B-roll videos, interview footage and other miscellaneous stuff required, and sourcing it for a video this long and detailed is taking time. This is no different to other videos I've made, though it is compounded by having to cover a lot more games.
I've also hit an issue I've not had in previous projects. Well, I sort of had, but not to this degree. This video uses 4.6TB of recorded game footage. Terabytes, not a typo. Davinci Resolve, my video editing software, doesn't like loading lots of 2k videos into a project, and it has hung and crashed numerous times. I briefly had this issue with the Marathon and Jedi Knight videos - they're the longest ones on the channel so far - but only when the production timeline approached the 2 hour mark. This project struggles to copy even small clips into the timeline, and it would have been impossible to continue.
The fix? Proxy ...