Compared to the rollercoaster of last month, September was productive and far more chill. I went on a holiday and damn did I need it. I didn't realise how far down the hole I was until being away from home forced me to step back, slow down, and relax. I still did some research and writing for the next video, but when I got home I decided that - while the topic was good - I wasn't feeling it right now. I shelved that project and started a new one.
This next video - unlike previous videos - zooms out for an industry-level look. The target: AAA games, and how the AAA moniker means something different to me now. Unlike other videos which body-slam AAA using player data and sales as weapons, this video will be a personal review of what AAA means to ME. It's a deliberately deeper look into my mindset when I consider AAA games, development studios, and publishers, through the lens of a gamer and paying customer who has become disillusioned with the AAA industry and who explains, in detail, why.
The script for this video is already well underway.
In other news, I started a new Youtube channel which largely covers indie games (survival, sandbox, sim, early access etc) in a "let's play" format. The channel replaces the indie coverage I previously did on Hey Blondie which frees the focus of the channel to just be Hey Blondie stuff.
Here's a link if you're interested: https://www.youtube.com/channel/UCRH-CMjpm-kYaohjREHnyTQ
What's Blondie playin'?
So many great games to play, but I'm currently working through Stalker 2, taking my time to reach the Cost of Hope DLC content. GSC have been busy since I last played, the game runs really well and there are a lot of new features which are great additions.
Personal ambitions
I still ran while holidaying with my family in Bali, opting for an authentic outdoor experience instead of an air-conditioned gym. It was predictably brutal. Going from 10c mornings in South Australia to 23c and 60-70% humidity was a climate shock. I was only able to run for half the usual distance before a build-up of body heat forced my pace down by 40-60 seconds per km, and by then I was drenched in sweat (yes, literally). I was keen to push through and climatise, which typically takes 5 days, but a nasty blister had other ideas. That sucks because I was hoping to bring an increase in blood plasma volume - one of the benefits of heat training - home with me.
There's an annual fundraising event for mental health which lasts all of October in Australia which involves running/walking/cycling however far you feel you can manage. Some folks at my employment signed up, so I joined too. I could have just done my usual running routine and called it a month, but I wanted this event to be something special. We track how far we go over the entire month, and I deliberately set my target km's higher than what I routinely do in a month. To meet the goal, I'm forced to extend my running week by another day, so I now do 5 sessions each week, 1 per workday. I'll be running more than a marathon's worth of km's each week for a full month.
It's a big deal because it's extra load on the body with less rest in between over a prolonged period. I feel that I'm conditioned for it, but I'll still need to be careful about niggling aches and pains which can quickly become injuries if not cared for. I've already noticed an increased fatigue in my calves, so I'll need to be careful with them.
I'm pretty excited about the whole thing. On top of contributing to a worthy cause, those 5 sessions per week could improve my lap times and VO2 max, which are current longer-term goals.
You legends take it easy and take care of your friends and loved ones. Everyone I've spoken to is doing it tougher than they sometimes let on, and that takes a toll. Sometimes a friendly ear and a smile makes the biggest difference.
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 ...