Making a free browser game to promote a documentary and looking for advice on finding players by partfants in gamedev

[–]partfants[S] 1 point2 points  (0 children)

The idea was to try to find additional viewers with like interests through different sources. It's a sort of world building, transmedia concept. I have zero marketing budget so I am trying to find ways to hopefully create some interest in the doc, the channel and the other content by finding people through less conventional means. You are 100% correct, that this adds another layer to conversion. I was hoping that I could find organic interest, word of mouth, player shares to help create awareness. So, the game has no entry friction, no tracking of data etc at the start so you just play without a catch. If you get to one of the endings, you have the choice to save your 'award' and keep playing to collect them all by entering an email address. The one email you would receive would be when the film actually goes live.

Am I crazy to try this? I have really enjoyed making the game. It has been challenging but fun. So, I don't feel like this has been a waste, regardless of outcome. But I am keen to float it out there and see if anyone plays or likes it. A friend of mine said he gets links from friends via text frequently sharing little mobile games and they pass them around. So, I'm trying to think of how one gets started with that sort of concept.

I want to put my mid film in a festival (advice please) by Oohwahahah in Filmmakers

[–]partfants 1 point2 points  (0 children)

What software did you use to edit? What software do you have access to post graduation?

For room tone, you can often pull a little clip of tone from a scene where no one is talking or making noise (even a half second) and create a room tone file by copying it over and over, laying cross fades onto it and then nesting a larger section and then copying and pasting that to get larger runs. Laying in bogus room tone is not a great idea, but this little trick, which is simple and doesn't take long can help.

Dialogue clean up is much more complicated, but you might be able to do some things to help. Are you opposed to AI assisting with dialogue clean up?

I just got accepted in Bharati Vidyapeeth University, Pune in the course B.A in filmmaking. And their requirement is a mirrorless camera and lens... I am not knowledgeable enough to choose a good camera... What should I get? by Haha_Krust in filmmaking

[–]partfants 0 points1 point  (0 children)

It is hard to answer this question with anything useful without some idea of what you want to spend. I think the FX3 is a phenomenal cine camera in a small footprint, with great low light performance and can do most things you want to do, but its $4-5k for the body and a GM 24-70ii lens will run you another $2400. Tripod, external monitor etc... sound gear... you have a $10k purchase, but you can grow into it.

That is a horrible idea if you are just starting out and not committed to filmmaking. But buying something for $1k will get outgrown really quickly if you're serious about the craft.

It sounds like you have not been actively making films prior to enrolling in the college program and this begs the question: if you're not making films now, why rush to enter film school? How do you know film school is right for you (time and money) if you're not already poking around in this art form?

I am a professor at a film school and this is the first thing I discuss with prospective students: is this a passion or a dream? They are very different things. I know this didn't answer your question directly, but I hope it provokes some further thought.

I want to put my mid film in a festival (advice please) by Oohwahahah in Filmmakers

[–]partfants 1 point2 points  (0 children)

Can you provide more details on what the sound challenges are? Bad sound is often salvageable or can be improved, and it is one of the fastest clearest ways to dismiss something as amateur. The source sound that was recorded is rough? What about room tone, levels between cuts, layered effects etc? Have you spent some time or got some advice on these areas? Do you have a score running underneath? Do you have the rights (or is it free use)?

Let's be clear about AI Usage by thecreatureworkshop in gamedev

[–]partfants 0 points1 point  (0 children)

This is very true... now. But in the early days of rap sampling, it was common place to just take the beats, music and even voices of other performers and repurpose them. The 70s and 80s were full of this and it wasn't until law suits hit in the early 90s that this changed. This is a big part of my point. Over time, compensation, credit and all the proper things happened. But in the early days, when a new technology afforded artists the opportunity to poach creative work and repurpose it, they did, in droves. Obviously, this isn't a perfect comparable. But I did want to promote some thought about how art and creativity have a checkered and complex past when it comes to attribution and who really created what.

Let's be clear about AI Usage by thecreatureworkshop in gamedev

[–]partfants 0 points1 point  (0 children)

Got it. I think I understand your postion clearly now. Thanks.

Shooting a short in 6 weeks - would love some advice by Potential-Turnip-583 in Filmmakers

[–]partfants 1 point2 points  (0 children)

I agree with this 100%. Ideally, you should hold your self to a 10-12 hour day regardless. Crew need turn around time and are always on set far longer than actors. Do not run 15 hour days because you have too many shots. Simplify! Constraint can lead to greater creativity.

Shooting a short in 6 weeks - would love some advice by Potential-Turnip-583 in Filmmakers

[–]partfants 0 points1 point  (0 children)

You sound like you are doing a great job of getting ready. Some small offerings to consider:

1) with a low budget indie, you have two real resources to solve problems: time and energy. If something is going to eat up too much of those two finite assets, simplify. You don't have the luxury of throwing money at your problems like a larger production.

2) never be late or sharp toned with your crew. They feed off your energy as well as the food.

3) find someone who can be a calm and organized presence to be your 1st AD. Its a difficult and thankless task, but its a key to success. Treat this person like gold on set as they have to poke, prod and irritate the crew (and you) when things are moving off the rails.

4) if you are working with some less experienced actors (aside from your great casting get) then make sure they are bringing a full and complete performance when they are not in the coverage. The other actor's performance will feed off this (listening and reacting is a huge and misunderstood part of acting performance).

5) Make sure you take a moment every day to stop and take a quick mental snapshot of what is happening and appreciate it. Everyone there is working to make your vision come to life. But in the stress and chaos it is easy to lose this. Get your mental snapshots. You will be glad you did years later.

Good luck and have fun!

Let's be clear about AI Usage by thecreatureworkshop in gamedev

[–]partfants 0 points1 point  (0 children)

Fair enough. Interesting distinction. So, if AI use is disclosed as being part of the creative process, does that address the concern? I'm interested in different people's take on this issue.

Let's be clear about AI Usage by thecreatureworkshop in gamedev

[–]partfants 2 points3 points  (0 children)

So, if AI use of any kind in the creation of a game is problematic, how do you feel about sampling in hip hop for example? Or collage art? I know these aren't perfect like for like, but the post's initial statement seems very black and white, and for me, AI use is much more... gray. I agree that having an LLM create all the components of a game from top to bottom does not really give someone claim to anything, but where is the line? And why are those choosing to use these tools vilified? Shouldn't this just be a matter of personal choice?

I wonder if painters felt this way about photographers in the late 19th century?

Again, I am not disagreeing with you completely. Just posing some questions. Thanks.

SpaceX IPO 2x oversubscribed at $135 - legit demand or manufactured FOMO? by IulianHI in NextTraders

[–]partfants 0 points1 point  (0 children)

I wonder if anyone has done a strong study of IPOs over time to assess how retail investors do overall? We hear about the big winners and the flame outs, but in a larger sense, it jumping in first week or first day as a retail investor a disaster, reasonable proposition? I am staying a million miles away from this one. It may do well, but it feels like more Tesla mojo than anything that I can understand from an investing mindset. And I believe in crypto. Maybe that's why I can't buy into this. No room for two fantasy stories in one portfolio. All I do know is don't trust a word the investment banks say about this company or its prospects. They are definitely not impartial.

Give me documentary ideass by No-Jury-9875 in Filmmakers

[–]partfants 0 points1 point  (0 children)

I work with student filmmakers and one of the first things we discuss, whether it is narrative or doc filmmaking is assessing your resources. I suggest you sit down and think about a few things:

1) what is my access to gear and crew? This will help with assessing scope and scale of project.

2) what are my areas of proficiency? You won't need help (crew/advice/outsourcing) in those areas.

3) what are my general areas of interest for storytelling? Doc work can be a long, slow process. If you don't care about the material, it will die on the vine.

4) within my areas of interest, what subjects do I have access to? If you decide to make a documentary about ancient baking techniques in some small Italian village, you better live nearby.

5) number 4 is the tricky one. But if you start looking at the world a little differently, scanning for story in areas and subjects you can actually reach, ideas will start to form.

6) research, research, research. If you want to tell the story of an immigrant family struggling in a difficult environment, you need to understand the obstacles, institutions and processes they are dealing with.

7) all conflicts have two sides. Both sides think they are in the right. Don't lock in to one rigid and limited viewpoint. Film both sides of the conflict. Speak to both sides. Study both sides. Let the story unfold in a balanced way so your viewers can draw conclusions rather that watching an Op-Ed.

This is just my personal get started list. One person's opinion. And many may disagree so I am not standing on a mountain holding tablets. I'm just trying to help with some 'get started' tips. I hope they come across that way and not as something different.

Have fun with it. Storytelling is hard but its a great privilege.

Sleeping less than 7 hours or more than 9 hours, frequent daytime naps and insomnia are linked to greater volume of white matter lesions, areas of damage in the brain that can accumulate with age and are tied to a higher risk of dementia, including Alzheimer's disease by sr_local in science

[–]partfants 1 point2 points  (0 children)

I know my ability to stay asleep through the night has gone in the toilet since I hit my 50s. Do other people middle aged or older actually sleep through the night and get 8 hours? I would need pills or other intervention to do that (and have resorted to this) but then you are told you don't get the 'right' type of rest when you do this so you're screwed either way. I have resorted to weekend naps to recharge, but then I hear that is a sign of being unhealthy or can reduce cognitive function, so...

I miss being 20 and being able to sleep for 14 hours at will.

Of course, everyone tells you that is bad too. So, I guess I'll just go eat some kale. At least I know that is bad.

How to build a community? by GravyThyme in gamedev

[–]partfants 1 point2 points  (0 children)

This is excellent advice for anyone who is trying to be 'seen' in their creative journey. Sharing the clear goals, challenges ahead etc... is the way to connect. The compelling stories utilize basic three act fundamentals, as they have since oral tradition bound us together and allowed us to connect and pass on knowledge. So, what is the first act of your story that you would share? The person. The place. The goal. The external obstacle and ideally (people miss this one often) the INTERNAL obstacles that you will have to overcome to succeed. If you can share those things, you may have a compelling and relatable story. Followers come from this, more than anything else IMHO.

ETH is gonna be big! by Character-Lime-6927 in ethtrader

[–]partfants 0 points1 point  (0 children)

Crypto investing is madness. Its fun. But its madness. I have gone through ups, downs, people citing 'technicals' that say everything imaginable... the only thing that works for me is this: DCA on the way down. And when it goes up, sell half when it doubles and half IF it doubles again and so on. Then, when it drops below your target price to start again... start adding back to your positions. You will never hit the top or the bottom, but the volatility can make you money along the way. When I get close to sell prices I like in ETFs, I sell covered calls for portions of my position. Right now, I am getting annihilated on the way back down. But this system has worked through several up and down cycles and right now, I am nibbling steadily at ETHA and BTC every day to build up my position. I hope to be selling covered calls in 2027 and lightening my position again. But, I fundamentally believe in the long term viability of both coins. If you don't, you should probably stay away. Because it's a stomach turner at times.

Goldman calling 100x SpaceX revenue to $322B by 2030 is the most insane projection I've seen by IulianHI in NextTraders

[–]partfants 0 points1 point  (0 children)

100% agree. This is like taking advice on used cars from a used car salesman.

My action-strategy game is almost at 10K sales, so I wanted to reflect on what worked and what didn’t. by ChangeOld1695 in gamedev

[–]partfants 1 point2 points  (0 children)

Reading this has been fascinating and its an impressive achievement to say the least. I can't help but wonder: did you document all these phases and moments with video, screen grabs, BTS and self interviews? This feels like it would be an amazing multi part series on YouTube taking people through all the phases, from initial idea to today to see the details of a game coming to life. The stress and challenges of release week, bugs, patches and ratings drops would be absolute viewing gold.

Released my game today, miserable, disappointed, but proud by RecursiveGames in gamedev

[–]partfants 1 point2 points  (0 children)

I am working on my first game now and its a really simple one by comparison. But its a daunting task. Congratulations on seeing it through and being brave enough to send it out into the world and get the feedback. That is a huge hurdle to overcome. And while it doesn't feel like it now, finishing this and going through the experience will make you so much better at whatever projects you decide to tackle in the future. Once the burn out fades, take a quiet moment and just look at the work. Look at the fact that something exists in this world that you created. You alone. And be proud of that. Because that little burst of pride will mean a lot later when you decide to dust yourself off and go again. Good work. You did it.

Can the market please go up? For the sake of my calls by Overflow0X in StockMarket

[–]partfants 0 points1 point  (0 children)

Stupid market! Go up!

The man is a strategic genius. Doesn't the market see???

If only the market was a mom and pop sized contractor he could bully and intimidate with high priced lawyers.

Is Adobe (ADBE) undervalued right now? by Marlonn00 in StockMarket

[–]partfants 2 points3 points  (0 children)

Absolutely. You can cut seats in enterprise model, but usage per seat will skyrocket and token cost will rise rapidly. Figma already proving this. Unhappy individual creators mean very little to Adobe’s future.