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BradyHearn

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About BradyHearn

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  1. BradyHearn

    Putting yourself in the game design....

    Reloadead_ Totally, this would kill your suspension of disbelief in most normal gameplay, as it would in a normal film. But what if a designer made a puzzle for you to solve that they themselves didnt know the specific outcome and it would be based off of decisions you made, letting the game developer actually tell you why he made you do what he did, to get the response he got out of you. I suppose the 'developer' could in this case be switched with a 'character who is creating a puzzle for you' and there wouldnt be anything special..... Well, its just a discussion idea, I try not to offend with my picture. thanks Yes, but it would lead to interesting challenges in design, it reminds me of a scene In Mulholland Drive where you are watching a scene presented as part of the movie, until cameras slowly pulls back and you realize that you're in a tv studio. The deception Lynch pulls with the camera work makes the audience feel uneasy that the camera is telling them the whole truth about the scene, thus uneasy about what the director wants them to perceive, in a way, putting him in the film...
  2. Im curious, has anyone ever come to the question of whether they should put themselves into a game, or even had to make that choice? When Im working with film directors, especially with more documentary type films, but even other genres, there is always an absolute decision made on day one whether the filmmaker will be included in the film or not. For example with film, you can be asking questions to a subject(s) and only use their answers(edited answers) as the narration to the film and never show that you are directly involved. For example in game design, you could be narrating about why you are making the gameplay go in a certain direction and why you are doing what you are doing to the game player. This may all seem a little pointless, but I am curious if it has ever been thought of this deeper than I can think of it. Thanks! Brady Hearn
  3. BradyHearn

    Obsession with Dreaming

    Tim Schafer's Psychonauts is, in a way, based on dreaming, except that someone else is entering into another mind, without control over that mind, making it a very subconscious, dreamlike, experience... What would be awesome to see would be a game that is a little more 'Nightmare on Elm Street' based. Where the main character has to embattle daemons in his own mind that maybe enter through an external source... Think of all you could do with the worlds! (and the music!!) Brady Hearn
  4. Thanks so much Nate, I took care of the autoplay issue and went over to a Soundcloud widget, which is nice because it isnt flash, so people can play my reels with ipads and iphones. Im not sure if they have a volume control on soundcloud, but thats a good idea too, since Ive been limiting my music to -0.1 dB, so it does come off as fairly loud. Also, over the past 2 weeks Ive had access to Lawrence Manchester's (howard shore's mixer) studio, so Ive taken the opportunity to to bounce every stem from my reel and remix in his studio after-hours, its made a big difference because I could actually hear clearly, both the high and low ends. Thanks again Nate! Regards, Brady
  5. BradyHearn

    Creating SFX

    Thank you, this is very useful! Although I've been working on music and sound design for years, the one element Im never completely confident on is creating SFX, its a whole other world. If anyones worked with foley artist, you know how crazy they're jobs are, and how detailed their work is(i.e. filename: Stiletto_on_gravel_Left_V1, Stiletto_on_gravel_RightV7) Brady Hearn www.bradyhearn.com
  6. Thanks Nathan, thats all great advice, Im glad we have people like you on this board. I've been working on the 'getting my stuff out there' part lately to good success, if you have a sec, let me know what you think of my presentation www.bradyhearn.com Thanks again! Brady
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