If you can't finish a job in a timely manner then it doesn't matter how talented you are. That is what can separate you from even the most talented editors posting on YouTube. If you're at the beginning of your career, it's important to find work at a post house so that you have the discipline required to work with others, and hit deadlines. Side projects can be a wonderful thing, but it is also still important to have work experience. Later via this connection I got to work on the launch trailer for the console release of Gone Home, which was another dream gig! Long story short, everyone at Campo Santo loved it, and sent it to Steve Gaynor, co-founder of Fullbright. The result was another incredibly goofy video I spent no more than a day working on. They had a laugh about it, but I thought to myself: "What if Campo Santo and Fullbright were petty, bitter rivals? What kind of trailer would come from that perspective?" (To be clear, the people at both companies are very good friends) After the PAX Firewatch panel there was an Idle Thumbs panel where a reader mentioned he thought Firewatch looked like Gone Home, but in a forest. Just for fun I also made a Cinematic Playthrough of the game so that my mom could see what I'd been working on.Īfter I delivered the final version of the Firewatch E3 trailer I had one more thing for them. After that trailer I also made the Launch Mini-trailers and Accolades Trailer that announced the Xbox One version and Audio Tour mode. You can read my post about making that trailer on the Campo Santo Blog. After hearing their discussion I couldn't help but animate it in After Effects the same week the podcast came out, and then I put it up on YouTube that weekend. There was a lot speculation surrounding the website, and on the Idle Thumbs podcast they put forward their incredibly silly theories. It has a beautiful art style, and a story told via interactive dialogue between the main characters. Little did I know that a year prior to the announcement I had already planted the seeds that would get me the gig of working on the Firewatch E3 trailer.Īround Fall 2013, Valve introduced their Steam controller, but leading up to its announcement they released a teaser website with some cryptic iconography on it. So it would be an understatement to say that I was very much looking forward to this game.Īfter seeing the first footage from the game I knew that I wanted to make a fan trailer when it came out. A few of them, Jake Rodkin, Sean Vanaman and Chris Remo were also part of the Idle Thumbs podcast which I've been an avid listener of for several years. There was a lot of industry attention on this game because of the talented people who formed the company. In 2014 Campo Santo announced their first game Firewatch. I'm not going to post the video, but its style was very much in the vein of this: More importantly something in my crudely animated video caught the eye of Dan Paladin (The Behemoth's co-founder, art director and animator). I spent a couple days on the video because even though I knew only a handful of people would ever see it, couldn't help but try to make it as funny as possible. They loved it, and had a good laugh. So I made an alternate cut exclusively for The Behemoth's eyes with some crudely animated segments I made in After Effects using simple animations, Motion Sketch, and some particle effects. I ended up incorporating several outtakes in the final video, but also was left with a treasure trove of goofy off-script improv that was too funny to ignore. Often they could contain their laughter or off the cuff remarks as they struggled to get through the script. The Behemoth's games are known for their sense of humor, and while shooting take after take for the video, it became crystal clear where it all comes from. When they heard I was an editor, they asked if I could shoot, and edit the campaign video for them. That Summer they launched a Kickstarter campaign for a vinyl figure of the Necromancer from their game Castle Crashers. I'd been a huge fan of their games, and being in any way connected to them was already a surreal experience. In 2012 a friend of mine got a job working for The Behemoth who was working on their third game BattleBlock Theater.
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