Monday
Mar022009

AREA 5 SNACKS: Fresh on Fresh

Although our chat segments are unscripted conversations about games, our narrative 'funnies' that appear in-between are pre-meditated. Typically, we'll shoot multiple takes for each scene from different camera angles and with slightly different dialogue; we capture it all, choose the best bits, and spruce it up with cuts, color-correction, sound effects, and music. The final result is what you see each week on the show. What's leftover is lots of outtakes. Ryan's normally not that fond of showing these cut scraps to the public. He, in fact, loathes shows and films that roll credits in-front of outtakes. He thinks it amateur. But then again, he thinks a lot of things are amateur. He's amateur.

Wanna see some outtakes? Our newest Snack is the product of re-editing of some of those unseen takes from two scenes that appeared in the previous two episodes of CO-OP into one new piece. Jason got the whole thing together in about an hour, and none of us could stop laughing. We figured we had to share it:

 

Saturday
Feb282009

CO-OP 0004 - GTAIV: The Lost and the Damned & Street Fighter IV

This is our last episode of Season 0. We'll be back in a very big way with Season 1 on Tuesday, March 10th. How big? Um... pretty big. You'll see.

Fulfilling expectations with an expansion nearly the size of some full games, Grand Theft Auto IV: The Lost and the Damned brought Dan Hsu of SoreThumbs over to talk with Ryan and Cesar about their different approaches to the game.

Anyone that's familiar with our work will be resoundingly unsurprised that Street Fighter IV is a somewhat of a big deal around here. We were going to include footage of Ryan's shrine, but you're only allowed to bask in it's presence in the nude. GameSpy's Miguel Lopez grabs a beer and joins Ryan on the balcony to hash out the good and the bad (mostly the good).

As you probably saw with our last post, our first HD camera arrived! This week was our dry run just to see what it would take to shoot and edit in HD. It's certainly more time consuming, but it was a resounding success and we can't wait to put out our content in the best format for showing off every last flaw of our skin and all the micro stains on our clothing (we're messy eaters). That won't be this show, however. The Season 1 premiere will also be the premiere in HD. And the premiere of our new theme song. And intro. And... other stuff I can't reveal until then.

To download the high-quality version, visit us on Vimeo: http://www.vimeo.com/3403333

Tuesday
Feb242009

Photo Update: New Equipment Arrives!

If you've been following our progress, you know that a couple weeks ago our PayPal account was finally unlocked and we were able to start using your generous donations to buy equipment. We've invested in software, computers, and sound which has helped us continue to create a show at the quality you've hopefully come to expect. Yesterday morning UPS dropped off the latest batch of equipment: a new camera and a p2 card! This will allow us to shoot in glorious High-Definition, the results of which will finally catapult us into the modern age! You won't see the results right away, but soon. More cannot be said.

It\'s so...beautiful!

It's so...beautiful!

Ryan gets ready to test out the new camera.

16GB P2 Card-$738

The P2 card is crucial component that will allow us to record HD video straight to a digital format, but at this time we only feel comfortable spending money on one, 16gig card. That means every 34 minutes we'll have to dump to a computer, but that should get us by for now! We got an awesome deal on the camera by buying the Japanese model. Saved us somewhere between $1200 and $1400 buckaroos. This is a crucial next step that will go a long way into improving the show and we couldn't have done it without your amazing support. Thank you!

Saturday
Feb212009

CO-OP, episode 0003 - F.E.A.R.2 and Flower

Watch it here, or head on over to our YouTube Channel and subscribe! We suggest that you play Flower before watching. It'll only take you around two hours and we felt we needed to open the whole game up to discussion!

Valentine's day. With a bunch of nerds trying to produce a weekly video game show on a shoestring budget, t'is a day that must live in infamy.

Anthony Gallegos of RebelFM/Eat. Sleep. Game. fame swings on by to lend his awesome, 'fro-covered brain to our F.E.A.R.2 discussion. JayFresh and Rob aren't intimidated by said 'fro, however, and join in for the sit-down on why the sequel is better than the original.

Unsurprisingly, thatgamecompany delivers on their promise with Flower. This segment brings back former EGM staffer Giancarlo Varanini along with another RebelFM/Eat. Sleep. Game. member in the form of Nick Suttner—who may be showing up on CO-OP for the last time—join Ryan and I to talk about our deeply satisfying experience in a wholly unique experience in the gaming-verse.

Finally, we know we said there was a pretty big announcement coming this week, but unfortunately we're going to have to delay that just a wee bit longer! It'll be worth the wait, I promise! One thing I've figured out by morphing into "the business guy" for this operation is that sometimes how quickly things move is entirely out of your control. The news is burning a hole in my brain in that same way a dollar burns a hole in the pocket of a fifth-grader, but hopefully I--and you--can hang on just a little longer :)

Digg us, subscribe to our YouTube Channel, watch the show and then come back and let us know what you think! We do this for all of you, so your feedback is essential to us going forward! <3

Oh, and, of course, you can download the file on Vimeo.

Monday
Feb162009

Area 5 Snacks: Bad Co-op

Today's Snack focuses on the dark side of cooperative play. All of us have fond memories of playing videogames with a friend; what happens when everything goes wrong? Two people, one couch, zero chance to succeed.

You can watch the Vimeo version here. Also, subscribe to our YouTube Channel.

Friday
Feb132009

CO-OP, episode 0002 - Fallout 3: Operation Anchorage and Skate 2

It's the second episode of CO-OP! I know it seems like the third, but the first was a two-parter. Deal with it.

Between the generous donation of some machines and finally being able to spend the PayPal donation money sound gear, we're finally feeling like we can produce up to the quality we expect of ourselves. Hopefully you'll agree. If you don't, comment and let us know why! We're actually really interested to hear what people have to say, so we've worked with a partner to come up with a survey. It's important that the survey come from those of you that watch the show, so we've embedded the URL in the show itself.

This week we brought over Nick Suttner of RebelFM and Eat. Sleep. Game. fame to share a Skate 2 love-in with Ryan and Jason. Then, outside our favorite, local ice creamery, Humphrey Slocombe, Patrick Klepek of MTV Multiplayer joined our Cesar and Philip Kollar (also of Eat. Sleep. Game.) in a conversation about their experiences with the Fallout 3 expansion, Operation Anchorage. In case you haven't heard from his Twitter, Patrick is the latest casualty of an economy-turned-wrong and will be leaving the Multiplayer blog at the end of this month. We're going to miss his contributions to that most excellent of resources, but we know he'll land on his feet. People that talented never go completely off the radar and you can bet that wherever he ends up he--and his hair--are going to propel it into the stratosphere of excellence! All the best, Patrick! We love you man!

If you've been following our Twitters, you may know that this week was a very good week for our team. I wish I could tell you more, but, honestly, but I'm a little afraid of jinxing the shit out of it. There is one thing that will be obvious right away, though, and it's directly related to the donation link coming down. We got a sponsor! There were rumors that Rob had mentioned sacrificing his roommate's cat--in a most insidious way, I might add--in order to bring about such fortuitous circumstances. I haven't the courage to enquire as to whether he actually went through with it. Gift horses and mouths and all that. Thanks to EA and The Godfather 2® game, we know how these next four episodes of Co-op are going to be funded! Even though we've received a ton of messages and comments from people telling us that they'll gladly pay for our work, the ability to continue to offer it for free is something we dared not hope for. Maybe we should have dared. Just a little.

That's not the end of the good news, however, and more will be revealed next week. Keep your fingers and toes firmly in the crossed position for us!

As usual, you can also download the file from Vimeo.

Wednesday
Feb112009

Introducing, Splash Damage: A Tale of Two Game Students

Erin and I met through 1UP a few years ago when we were both working our way through game design programs at different schools. I was at The Art Institute in San Francisco and she was attending The University for Advancing Technology in Phoenix, Arizona. We've had countless discussions in that time about games, our classes, and now, our careers. After school, Erin went right into development as an Associate Producer and I went to work for 1UP. Despite our different career paths, we still had a lot to talk about. We wanted to extend that conversation to you all with a cooperatively written blog. We've named it Splash Damage. Every week, Erin and I will discuss and share our various experiences from school--along with some of the things we learned along the way--and hope that other prospective or current game students will join in on the talk.
sdheaderbios01
jay_imheaderI think I was probably 15 when my life plan became: videogame industry or bust. I spent a couple years attempting programming at first because that's what I thought I had to learn, but I really struggled with it. Later, I heard The Art Institute (Ai) schools were going to start offering degrees in Game Art & Design. I immediately looked into it and the curriculum sounded perfect: very little math. Once I saw that I could take classes called Level Design and Game Design and Gameplay, I was sold. I moved out to San Francisco in early 2003 to start the program. How did you hear about UAT?
erin_imheaderBeing an Arizona native, you'd expect that I'd have a better understanding of the universities in-state. When I was in high school I became attached at the hip to "Electronic Gaming Monthly" and felt that game journalism was my big thing. Much to my surprise, during my Junior year of high school my friend's mother informed me that there's a school in Arizona for Game Design: UAT. When I realized I wanted to be in game development, it seemed almost perfect timing. Fate? Maybe. Needless to say I enrolled June 30th, 2004 and haven't looked back since. How did starting at Ai work for you, Fresh? Were there orientations and introductions to all aspects of game development?
jay_imheaderWe had a standard orientation that introduced all of us to the school, but when they broke us into groups by major things got really interesting. For the first time I was sitting in a room with 30 kids that all wanted to do the same thing I did: work in the video game industry. We talked about what companies we wanted to work for, our favorite genres and developers, and where we came from. It was cool; we were all part of this new thing and nobody knew anyone. It birthed this sort of instant community. I'll never forget walking the halls in student housing my first night and seeing a bunch of guys in their apartment working away at building a Counter-Strike level. It was the first time I'd ever seen a group of people working on a videogame right in front of me. Did you have any kind of background in art or with any of the tools before starting school?
erin_imheaderActually, I didn't even know how to use Photoshop or knew what HTML meant. When I enrolled at UAT I was eligible for their JumpStart program. In the JumpStart program I started at UAT half a semester before the Fall and I was enrolled in 9 credit hours, but I had to do a full semesters work for those 9 credits. The cool thing about the program is that you are always with the same people, so it was nice getting to know everyone. If I maintained a high GPA for my first year, the University would pay for the classes. It was pretty nice finally being around people who wanted to be in the same industry. The hard part for me was that I had no clue what I wanted to be. No clue at all. Did you get it right away at Ai—what it was you wanted to be?
jay_imheaderI've never heard of a JumpStart program. It sounds nice. I had no background with any of the art or tools that I was about to learn so a head start would have been great. This feels weird to say now, but, at the time, I was 200% positive that I was going to do nothing but make games. I read every article I could on designing games or postmortems. I planned to learn the tools and work my way up as an artist to a level or gameplay designer and then eventually a design director or something. My dream was to make my own games in the end. I noticed that most of the people in my class were thinking the same thing. We all thought we were the next Miyamoto, Wright, Sakaguchi, or whatever. Nerds.
erin_imheaderI saw the same thing at UAT! Problem was it took me two years to figure out I was fit for production. I knew there was no way I could do programming and as an artist I didn't think I could cut it. I was a writer (and still am), however I didn't feel I could make it in that direction either. When I realized that I enjoyed Excel and organizing things, it only seemed natural that I'd become a producer - specifically, project management, not the designer side of production. That's where I ended up.
jay_imheaderThe first thing I used to tell prospective students is to approach the program with an open mind. I don't know if it was the same at UAT, but the Game Art curriculum at my school covered everything from fine art to programming. So, for the first couple of years you get a chance to dabble in all the different stops along a typical game development pipeline. Forget what you think you're gonna be and explore each area thoroughly to see what clicks. Find what your strengths and weaknesses are and learn to leverage that knowledge into creating a career path. Also, be ready for a lot of surprises along the way.
erin_imheaderI wouldn't say I explored every avenue in my pursuit, but we had what was known as a Technology Core set of classes that were mandatory (like Gen Ed) to give each student a well-rounded "tech" background. While I would argue that I would have liked to see more coding than what I was given and more to select from for Project Management courses, once I realized Production was really my niche I hooked on immediately. One problem in the industry, though, is that there's no real standard for titles. It's hard to say you're a particular title and expect everyone to really understand what it is you do. But we can save that topic for another day.

We'd love to hear about other experiences students have had. What school do you go to? How did you hear about it? Also, let Erin and I know what kind of topics you'd like to see us cover as well as any other feedback here: jayfresh (at) area5.tv

Twitter: Jayfrechette/ActionFigureE

Monday
Feb092009

Area 5 Snack: Hall of Meat and an Update on the Company

Some of you have probably already seen this since we put it up last week on our YouTube Channel (which you should subscribe to, by the way), but we didn't get around to posting about it here until now. Why? Well it's also the same reason why the next show won't be out until this Friday.

First, one of our team is experiencing a-sudden-but-expected family emergency. Sorry that I can't be more specific, but it's not my place to elaborate. All our love and support go out to everyone involved and we'll all pitch in to pick up the slack in the meantime! Family has to come first.

Second, I've been sick since last Wednesday with the craziest, nastiest virus I've had in about three years. Today is the first day I've felt like even sitting at a computer long enough to put a good sentence together and the rest of the team has been editing like crazy all weekend trying to make up for lost time. And, finally, we had a lot of installing and configuring to do because we were FINALLY able to get some of the hardware and software we needed after PayPal unlocked the donation account. Apparently the amount of small donations over such a short period of time raised some red flags—of the terrorist and/or drug-dealer kind. It took a lot longer to clear up than it should have, but at least it's now good to go. Thanks to a very cool friend who works at Apple, we got a hookup on three copies of Final Cut Studio 2 and a few other tidbits. I know I spoke early on about being transparent about the donation money, but I'm not allowed to say exactly how much the discount was. Apple policy. Suffice it to say, we saved thousands! That will make the donation money stretch out far longer than we originally thought and gives us some breathing room for the immediate future! I can fill you in, though, on what we have left. Around $13,000. Currently the plan is to use about $6,000 of this to buy another camera and some hard drive space. Oh, and another $1500 in lawyer fees; those tricksie, little Hobbitses!

You also may have noticed that we've taken the donation link down. Not because we have a deal signed or that there's actually some money in our hands, but because there's a high probability of something good happening that may take care of us for a few months and we don't want people sending us their hard-earned cash when we can make it on our own for a little while. Maybe the link will have to come back up in the future. Hopefully, not :)

Finally, we received a donation of three computers from someone that we can't reveal. "Flabbergasted," is a word that comes to mind, but it seems almost lazy in comparison to the actual event. Two of the machines have arrived, a MacPro desktop and a 15" powerbook. A second powerbook is on the way! This gives us three—soon four—machines capable of editing video instead of the previous one. Well, 1.5, really. We have occasional access to a loaner, but who wants to drive mom's car when you can have the keys to your own?

Friday
Feb062009

My First Skate 2 Video: Christ, One More Time

As you've likely gathered, we're really busy here at AREA 5 HQ. At the moment, we're cutting a new Snack and an episode of CO-OP, preparing to premiere a new regular column with some fresh perspectives, and trying to learn how to be real-life business men. My stomach is all battery acid and butterflies, while my head is in the clouds. If I didn't lock myself into my editing machine daily, I might not make it through the day. I suppose I could always play games.



My task yesterday was to capture all the specific pieces of direct-feed footage I'd need to make the Skate 2 segment from the upcoming episode of CO-OP as perfect as I'm capable of. It took a bit longer than I thought it might; recording an acceptable run through the Mega Compound kept me occupied for more than two hours.



You don't really realize how many times a human can smash L1 while stabbing UP on the d-pad, per minute, until you're well into the second hour of such a marathon of simple repetition. "That's the one. Wait... no. Rewind. That transition is a bit sloppy. Again! Fuck. One more time." It was the most fun I've ever had with Skate.



The best of those sequences was recorded, and appears below. What you'll see is the not the raw gameplay footage though. Jason and Rob convinced me to take the run into the editor accessible from the pause menu in Skate 2 so I could choose my own camera positions. The embedded video is the best I could do with the off-the-shelf controls.






I remembered that EA had announced the Filmer Pack for Skate 2. It's a piece of premium DLC that unlocks much of the functionality of the editing tool. When I found this video that shows off what you can do with the DLC, the three of us were bummed. I wanted to place free cameras by hand! We missed the simple color-correction options we had in the original Skate!



I guess I need to decide whether or not I support this type of microtransaction. My gut reaction was negative. Maybe extended use of the existing tool will make the purchase seem worthwhile. But right now, I need to hold all the dimes, nickels, quarters, and space bucks I can.

Thursday
Feb052009

We've Got 9 Killzone 2 Beta Codes to Give Away!

And, yeah, we're gonna make you jump through some hoops ;) -- watch the last two episodes of Co-op and send an email to contests (at) area5.tv listing the title of every game that we cover in our two-part premiere!

I'll post an update to this post once they're all gone. To help out, we've added a new section to the site in the navigation just for Co-op. Might not matter much, now, but as we add more and more shows, chances are it'll be hard to find them in the blogroll archives.

UPDATE: ALL GONE! Thanks everyone who played and got your codes, hope ya have fun! :)

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