Sunday, December 25, 2016
Wednesday, December 14, 2016
Thursday, December 08, 2016
[1983/1984] Video Game All Stars
In 1983 and 1984 I produced and directed a local Colorado Springs TV series called "Video Game All Stars," which aired on KOAA TV, channels 5 and 30, the NBC affiliate. There were only 3 episodes produced.
Monday, December 05, 2016
Saturday, November 19, 2016
Tuesday, November 08, 2016
Random Dev Notes: Reviews
I've been thinking about reviews and some stuff that does not make sense. Up until now I've received 836 rating with reviews in one of my games. 4.07 stars. The majority were nice stuff with positive messages. Some others were feedback about some device/game issue. A lil plain hate. There were also some religious intolerance in stuff that is not even religious at all. I love all reviews. Read and reply all of them.
But there is this lil things that really annoys me:
A) Criticize a game for asking for "android/ios" login. Generally this devices came with in game achievements stuff. I put it because this add a lot more immersion and new challenges for the players. But I got some minor accusations of scam. Nonsense.
B) Criticize the game for lacking innovation. If you play a game that is a total rip off of something, I can understand the feeling. But when you see a project labeled as: "my first project". With some original gameplay, the question that remains is: it is an obligation to innovate? Creating something unique as a feeling is not enough? If a game delivers what it proposes, isn't that a fair play?
C) Criticize for the size of the game. Wait. This information is on the download page. I know that it sucks because of the device space, but hey! This seems like a device problem. The game, the proposal is there. And it might be heavy. It is like desiring to travel and criticize the place for being far from your house. What I as a player really dislike is to download a game, open it and it starts to download heavy content - and can not close until is done. This is a pain in the ass. But my game in question does not have this, and still got criticize.
D) Criticize for the download time. This can be an internet issue, not the game at all. Or maybe it is the C problem. But again. The info is in the download page.
Writing this just to release this "impotency" feeling after reading some of it. But I know that I did a little well tied project. And I am feeling well about it. Just random notes.
But there is this lil things that really annoys me:
A) Criticize a game for asking for "android/ios" login. Generally this devices came with in game achievements stuff. I put it because this add a lot more immersion and new challenges for the players. But I got some minor accusations of scam. Nonsense.
B) Criticize the game for lacking innovation. If you play a game that is a total rip off of something, I can understand the feeling. But when you see a project labeled as: "my first project". With some original gameplay, the question that remains is: it is an obligation to innovate? Creating something unique as a feeling is not enough? If a game delivers what it proposes, isn't that a fair play?
C) Criticize for the size of the game. Wait. This information is on the download page. I know that it sucks because of the device space, but hey! This seems like a device problem. The game, the proposal is there. And it might be heavy. It is like desiring to travel and criticize the place for being far from your house. What I as a player really dislike is to download a game, open it and it starts to download heavy content - and can not close until is done. This is a pain in the ass. But my game in question does not have this, and still got criticize.
D) Criticize for the download time. This can be an internet issue, not the game at all. Or maybe it is the C problem. But again. The info is in the download page.
Writing this just to release this "impotency" feeling after reading some of it. But I know that I did a little well tied project. And I am feeling well about it. Just random notes.
Thursday, November 03, 2016
Saturday, October 29, 2016
[2016 Halloween] Awesome Costumes Tips Collection
:OO |
Now you know what to with your Galaxy Note 7 |
hell yeah |
binding of isaac pumpkin ftw |
Okay. Not a good idea |
Wednesday, October 26, 2016
Monday, October 24, 2016
Wednesday, October 19, 2016
Porter Robinson & Madeon - Shelter [A-1 Pictures & Crunchyroll] - Anime Controversy
Anime inspired music videos are not a new thing. But they got attention since a big hit studio called A-1 Pictures joinened Crunchyroll to produce a Porter Robinson & Madeon music video.
People over reddit start a war since moderators removed the topic from r/Anime. It is a music video inspired by Anime Visual, produced by Japanese studio. Why not can it be talked about on an Anime forum?
Then started an argue if this was an anime or not. Oh, balls. Calm down everyone. Daft Punk has an awesome series of music videos with Anime aesthetics.
It is a hybrid. It can be talked on music forums or anime forums. Because will attract both attention. Is music video a music? No, but it has the music on it. Is Shelter an anime? No. It is a music video. But it has anime on it. And this is a topic for an anime forum. Easily.
People over reddit start a war since moderators removed the topic from r/Anime. It is a music video inspired by Anime Visual, produced by Japanese studio. Why not can it be talked about on an Anime forum?
Then started an argue if this was an anime or not. Oh, balls. Calm down everyone. Daft Punk has an awesome series of music videos with Anime aesthetics.
It is a hybrid. It can be talked on music forums or anime forums. Because will attract both attention. Is music video a music? No, but it has the music on it. Is Shelter an anime? No. It is a music video. But it has anime on it. And this is a topic for an anime forum. Easily.
How To Create Better Loving Self Imperfection & Getting Good With Age
When you start a project you probably gonna bake it a lil inside your head. If you lack confidence or motivation you can procrastinate in the path of execution. The time passes. Can be a week. Can be years. You probably get educated somehow. Or a lil more smart. Gonna revise it and fix/change things. Add new bits of wise. Model it better. Or starts something fresh and exciting doing it more faster.
That's a good thing, right? Not always.
I used to hand draw. Hours drawing at the school or at my home. It was always some Anime/Game character. My mom loved because her father was a carpenter. He used to draw stuff he creates. I never saw his drawings tho. But mom said I had similar technic as him. Shadowing with fingers. That was pretty nice to hear. Feels to be part of something.
But my father was never amused. My dad is a business man. Work too much for the family. Always typing contracts. Always helping small-medium entrepreneurs to sell more, to manage better their jobs. He surely never understood this Japan thing inside of me. So I tried draw people faces. And damn! I was getting good. I was so proud of what I was achieving. But when I showed to my father the best one I've made so far. He was just: meh!
Never drew again. The last one was in 2008. It is hanging on my wall. It is there. With mistakes. With lack of talent. Crude. But it exists. And I love it with my soul.
I have a lot of creative friends. Some of them are not afraid to create. Even whistle to a mobile record is a tool to production. Other ones, have amazing things hided in constant polish. And as I said, we are too in constant polish. So put it out there. No fear. It is a picture of you today. Finish as it is. Start something new. Repeat. Keeping moving and PUT. IT. OUT.
When I left Advertising university, I struggled to learn Photoshop by myself. I've learned textures and was using all over the place. I never really like Advertising. But I need to help my father. So I made a curriculum: put some drawings, some textures, some colours, all contacts info of my life. There. A total chaos. And it could not be any different. I was not ready. Academy just want money and do a weak job creating professionals. We are by ourselves. But at the time I was excited about meeting the world and people feedback. So I publish it on an artists forum-like site.
There I saw a 'website design' with simplistic execution that I sympathized with. I've made a compliment to the designer. Hours later this designer answer with a link to his personal blog. I thought he was showing me some cool stuff. But there I saw my CV on a post: "How not to make a CV".
Yeah. Like that. And to make things worse: he was popular. He had some followers. And every single one of them threw a tomato. Laugh. My name there. My document number. My phone. Email. All there. Exposed for trying. Exposed for complimenting a random person online.
A friend tried to sense them into doing a better job to community with constructive critics. His comments were deleted. I asked: what can I do better? The answer: "nothing. it is just ugly."
I've deleted it from the forum. And struggle to convince him to at least erase my document number on the image on his blog. My confidence for posting online was dead. And this friend gave me some books and orientation. I got educated. But never loved my photoshop works. Never.
This lack of confidence plus not loving the advertising market made me search for new things as Performing Arts to be a dubber. While increasing my notion of character development and storytelling art for Video Games. I bought some books. Got educated. My sister got married and leave the house. My parents got divorce. And Ubisoft came to Brazil - they were hiring.
So I panicked. Looked at myself - what do I got? Just a crude fellow with a cool draw in the wall. And some unfinished RPG Maker projects. Not good. The fear. The insecurity. Made me a blank fellow. I got nothing to show them. How to convince to hire me?
This fired me up again. For the first time since my hand draws. I've forgot the fear -just like that. Boom! Studied C++. To code. To be a programmer. To create a new Curriculum. Yeah, me. The guy who 'used to make a good example of how not to make a curriculum'. Fuck it!
So I've got a homebrew software to create DS Rom. Open the resulting files with Notepad. And start to custom programming as my will, exploiting the software build process (yeah, a lot of things for a newbie). RPG Maker was a good thing back there, cause editing scripts with Ruby language and creating fork conditions made my mind cool for C language. And out of blue I've managed to create an interactive Rom for Nintendo DS. How cool is that?
Put that on an SD Card. Bought a SuperCard for DS. Make a physical cover. And sent to Ubisoft. The problem? Well... this took me more than one night to do. Took me a week + graphic printing. Time enough to Ubisoft hire someone else. Sigh!
But hey. I've made a fucking Nintendo DS project! What the freaking fuck? Never programmed before. On a notepad!? haha damn.
I have the ROM yet. This thing I've made. Challenge I've surpassed. Mistakes and failures. It exists.
Success is not achieving a job. Obtaining money. Success is to have proud of your present self. To understand your past self. And to keep moving forward. With no fear. You can achieve success alone. Nobody need to hear about it. One thing is success another one is glamour.
So calm down. And look with love for the projects you have right now. Search your room/pc for old stuff you did. Organize them. If you can, put it where you can see. Try to find the beauty in your mistakes/imperfection.
You probably have a band you knew for a long time. Love their old works and are 'ok' with modern albums. You can see the nowadays production is better. They got better. They are mature. But you loved their mistakes back there too. Even more than now. Sounded cool. Made sense. You respect their nowadays works. But what touched you was the imperfection.
This is like an energy. Crude. That resonates. Embrace it. Sometimes we hold things trying to make it better forever. Destroying evidences of who we were. Or being afraid to put it out (It is not out for x people. It is out for itself. To exists in the world). Hesitation. Like not turning a page of a book dreading the end.
That is my point. I guess. Your mistakes will make sense. To you. Even to someone else. Don't be afraid to try. To put it out there. You will get good, trust me. We always do. Time make this for us. But remember to put some breadcrumbs of your work by the path. To remember how you came there. :)
If you don't know me, I'm Henry Gosuen, indie game developer from Brazil. I am making my fourth game. I have 3 mobile games with more than 300k downloads together. And I receive tons of love in the reviews and some hate too - love them both! And I'm so glad to put this games out there because today I really feel confident with my ability. :)
That's a good thing, right? Not always.
I used to hand draw. Hours drawing at the school or at my home. It was always some Anime/Game character. My mom loved because her father was a carpenter. He used to draw stuff he creates. I never saw his drawings tho. But mom said I had similar technic as him. Shadowing with fingers. That was pretty nice to hear. Feels to be part of something.
Kenshin 2002 hand drawing |
But my father was never amused. My dad is a business man. Work too much for the family. Always typing contracts. Always helping small-medium entrepreneurs to sell more, to manage better their jobs. He surely never understood this Japan thing inside of me. So I tried draw people faces. And damn! I was getting good. I was so proud of what I was achieving. But when I showed to my father the best one I've made so far. He was just: meh!
Camila Carazzato 2008 hand drawing |
Never drew again. The last one was in 2008. It is hanging on my wall. It is there. With mistakes. With lack of talent. Crude. But it exists. And I love it with my soul.
I have a lot of creative friends. Some of them are not afraid to create. Even whistle to a mobile record is a tool to production. Other ones, have amazing things hided in constant polish. And as I said, we are too in constant polish. So put it out there. No fear. It is a picture of you today. Finish as it is. Start something new. Repeat. Keeping moving and PUT. IT. OUT.
When I left Advertising university, I struggled to learn Photoshop by myself. I've learned textures and was using all over the place. I never really like Advertising. But I need to help my father. So I made a curriculum: put some drawings, some textures, some colours, all contacts info of my life. There. A total chaos. And it could not be any different. I was not ready. Academy just want money and do a weak job creating professionals. We are by ourselves. But at the time I was excited about meeting the world and people feedback. So I publish it on an artists forum-like site.
There I saw a 'website design' with simplistic execution that I sympathized with. I've made a compliment to the designer. Hours later this designer answer with a link to his personal blog. I thought he was showing me some cool stuff. But there I saw my CV on a post: "How not to make a CV".
owlturd.com |
Yeah. Like that. And to make things worse: he was popular. He had some followers. And every single one of them threw a tomato. Laugh. My name there. My document number. My phone. Email. All there. Exposed for trying. Exposed for complimenting a random person online.
A friend tried to sense them into doing a better job to community with constructive critics. His comments were deleted. I asked: what can I do better? The answer: "nothing. it is just ugly."
I've deleted it from the forum. And struggle to convince him to at least erase my document number on the image on his blog. My confidence for posting online was dead. And this friend gave me some books and orientation. I got educated. But never loved my photoshop works. Never.
This lack of confidence plus not loving the advertising market made me search for new things as Performing Arts to be a dubber. While increasing my notion of character development and storytelling art for Video Games. I bought some books. Got educated. My sister got married and leave the house. My parents got divorce. And Ubisoft came to Brazil - they were hiring.
So I panicked. Looked at myself - what do I got? Just a crude fellow with a cool draw in the wall. And some unfinished RPG Maker projects. Not good. The fear. The insecurity. Made me a blank fellow. I got nothing to show them. How to convince to hire me?
This fired me up again. For the first time since my hand draws. I've forgot the fear -just like that. Boom! Studied C++. To code. To be a programmer. To create a new Curriculum. Yeah, me. The guy who 'used to make a good example of how not to make a curriculum'. Fuck it!
So I've got a homebrew software to create DS Rom. Open the resulting files with Notepad. And start to custom programming as my will, exploiting the software build process (yeah, a lot of things for a newbie). RPG Maker was a good thing back there, cause editing scripts with Ruby language and creating fork conditions made my mind cool for C language. And out of blue I've managed to create an interactive Rom for Nintendo DS. How cool is that?
Put that on an SD Card. Bought a SuperCard for DS. Make a physical cover. And sent to Ubisoft. The problem? Well... this took me more than one night to do. Took me a week + graphic printing. Time enough to Ubisoft hire someone else. Sigh!
But hey. I've made a fucking Nintendo DS project! What the freaking fuck? Never programmed before. On a notepad!? haha damn.
I have the ROM yet. This thing I've made. Challenge I've surpassed. Mistakes and failures. It exists.
Success is not achieving a job. Obtaining money. Success is to have proud of your present self. To understand your past self. And to keep moving forward. With no fear. You can achieve success alone. Nobody need to hear about it. One thing is success another one is glamour.
So calm down. And look with love for the projects you have right now. Search your room/pc for old stuff you did. Organize them. If you can, put it where you can see. Try to find the beauty in your mistakes/imperfection.
You probably have a band you knew for a long time. Love their old works and are 'ok' with modern albums. You can see the nowadays production is better. They got better. They are mature. But you loved their mistakes back there too. Even more than now. Sounded cool. Made sense. You respect their nowadays works. But what touched you was the imperfection.
This is like an energy. Crude. That resonates. Embrace it. Sometimes we hold things trying to make it better forever. Destroying evidences of who we were. Or being afraid to put it out (It is not out for x people. It is out for itself. To exists in the world). Hesitation. Like not turning a page of a book dreading the end.
That is my point. I guess. Your mistakes will make sense. To you. Even to someone else. Don't be afraid to try. To put it out there. You will get good, trust me. We always do. Time make this for us. But remember to put some breadcrumbs of your work by the path. To remember how you came there. :)
If you don't know me, I'm Henry Gosuen, indie game developer from Brazil. I am making my fourth game. I have 3 mobile games with more than 300k downloads together. And I receive tons of love in the reviews and some hate too - love them both! And I'm so glad to put this games out there because today I really feel confident with my ability. :)
Monday, October 17, 2016
Sunday, October 16, 2016
Friday, October 07, 2016
Thursday, October 06, 2016
Electroacoustic Composition
Electroacoustic composition is taking everyday sounds back to studio and extract musical material from it. This video is some electroacoustic and experimental reference through the time.
Kevin Austin met with music students to look at a number of issues related to electroacoustic composition in the studio, notably working with and understanding sound and sound transformations and control of monitoring levels. Informed by such fields of study as acoustics, psychoacoustics and physiology, composers working in the electroacoustic studio will be able to attain a higher quality in sound output as well as a heightened level of precision in communicating their sonic, artistic and musical ideas. These principles are relevant not only to the acousmatic composer, but also to anyone working in related fields, such as broadcast journalism, video game music creation and more.
Kevin Austin met with music students to look at a number of issues related to electroacoustic composition in the studio, notably working with and understanding sound and sound transformations and control of monitoring levels. Informed by such fields of study as acoustics, psychoacoustics and physiology, composers working in the electroacoustic studio will be able to attain a higher quality in sound output as well as a heightened level of precision in communicating their sonic, artistic and musical ideas. These principles are relevant not only to the acousmatic composer, but also to anyone working in related fields, such as broadcast journalism, video game music creation and more.
Wednesday, October 05, 2016
Tuesday, October 04, 2016
Monday, October 03, 2016
Friday, September 23, 2016
Tuesday, September 20, 2016
Friday, September 16, 2016
Monday, September 05, 2016
Wednesday, August 31, 2016
Street Fighter 29 Years
ストリートファイタ first released August 30, 1987. Oh, hell... time flies.
The game the gets popular on his second instalment is pretty rare to meet people that actually knows Street Fighter 1.
Back then you could only play with Ryu. And if you start player 2 mode, player 2 will be Ken. Street Fighter 2 was the one who really hit the world. And present us the "Original 8" iconic characters. And that is the reason of this post. Look how cool is this collection:
Everything Street Fighter related is so awesome xD
[kitan]
The game the gets popular on his second instalment is pretty rare to meet people that actually knows Street Fighter 1.
Look the size of the buttons. It was supposed to really punch it. Damn! |
Back then you could only play with Ryu. And if you start player 2 mode, player 2 will be Ken. Street Fighter 2 was the one who really hit the world. And present us the "Original 8" iconic characters. And that is the reason of this post. Look how cool is this collection:
Street Fighter II Trading Figure Defeated Face Collection Vol.1
haha so cool. I want it so bad. Damn.
Check out also this cool stuff:
Everything Street Fighter related is so awesome xD
[kitan]
Wednesday, August 03, 2016
Wednesday, July 27, 2016
Tuesday, July 26, 2016
Monday, July 18, 2016
Tuesday, July 12, 2016
Friday, July 08, 2016
Monday, July 04, 2016
The View From Famous Landscapes
Photographer Oliver Curtis with his clever collection "Volte-face". A four year endeavour focusing the opposite direction of famous places.
[artist: Oliver Curtis]
Taj Mahal, India |
Lincoln Memorial, Washington D.C. |
Christ the Redeemer, Rio de Janeiro |
Wailing Wall, Jerusalem |
Lenin’s Tomb, Russia |
Mao Mausoleum, Tiananmen Square |
Mona Lisa, Louvre |
Pyramid of the Sun, Teotihuacan |
Stonehenge |
Great Wall of China |
‘Arbeit macht frei’ Gates, Auschwitz |
White House, Washington D.C. |
Colosseum, Rome |
Statue of Liberty, New York |
Friday, July 01, 2016
Antonio Vicentini - MTV International Ident
They gave total freedom to create anything based on the 'Technology' subject. I made this thing.
----------------
Agency: World Design Studio MTV International
Concept & Direction & Art & Animation: Antonio Vicentini
Producer: Camila Gonzales & Delfina Chiesa
Audio: Antonio Vicentini & Henry Gosuen :D
----------------
Agency: World Design Studio MTV International
Concept & Direction & Art & Animation: Antonio Vicentini
Producer: Camila Gonzales & Delfina Chiesa
Audio: Antonio Vicentini & Henry Gosuen :D
Friday, June 24, 2016
丸紅新電力 鳥獣戯画「つれあい」篇 ["800 year old manga" Scrolls of Frolicking Animals and Humans]
Marubeni and Studio Ghibli gave life to 800 year old manga scroll that is part of a four-part scroll series and belongs to Kozan-ji temple in Kyoto, Japan. Created in the 12th and 13th centuries, some credit them as being the oldest work of manga in existence in Japan.
Wednesday, June 22, 2016
Sunday, June 19, 2016
Friday, June 17, 2016
Wednesday, June 08, 2016
Beck - Wow (Lyric Video)
Antonio Vicentini is back at it again! In a 8 days project. Awesome result.
Direction by Jimmy Turrell
Art Direction by Jimmy Turrell & Braulio Amado
Animation (+Additional art) by Antonio Vincentini
Direction by Jimmy Turrell
Art Direction by Jimmy Turrell & Braulio Amado
Animation (+Additional art) by Antonio Vincentini
Dead Pirates - UGO
“The idea behind the video was to finally make a proper 2D animated version of my illustration, animated more or less like they would have in the 20s or 30s with a lot of simple loops,”
“Simple was key, since I’ve never animated in 2D before, so there was a good amount of learning during the process.”
“Working by myself made it easy, a bit like when I work on my illustration — nobody to tell me what to do or not, so every idea is a good idea. Smooth sailing.”
[artist McBess] [via itsnicethat]
“Simple was key, since I’ve never animated in 2D before, so there was a good amount of learning during the process.”
“Working by myself made it easy, a bit like when I work on my illustration — nobody to tell me what to do or not, so every idea is a good idea. Smooth sailing.”
[artist McBess] [via itsnicethat]
Monday, June 06, 2016
Thursday, June 02, 2016
Monday, May 30, 2016
Wednesday, May 25, 2016
Saturday, May 21, 2016
Tuesday, May 10, 2016
Saturday, April 23, 2016
Player Two
The most beautiful story I read on this game world... somebody just a make a video of it.
:')
:')
Wednesday, April 20, 2016
[1974] La Faim
I saw this animation when I was a kid. This was ingrown in my mind forever. The curious thing is that I've watched this in the early 90s. On a Brazilian TV channel called Cultura. Ever since I've tried to find it but with no luck. After talking with a friend for a while about Godzilla, Ahh! Real Monsters. Then Hungarian Animators. I was finally able to get some clues about it.
After watching "Hen, His Wife" the 1990's animation by the Hungarian Igor Kovalyov, my mind brought instantly it back again. After navigate through 3 more recommended videos: there it was. Guess what? By another Hungarian, Peter Foldes.
Peter Foldes, born in 1924 in Budapest, Hungary and was a director and animator of British nationality. Foldes later moved to Paris, where he became an early pioneer in computer animation. In the 1960s, he worked for the Research Service of the ORTF. He is one of the pioneers of computer animation with his film Hunger, which received the Jury Prize in the "short film" category at Cannes Film Festival as well as an Academy Award nomination.
Peter died 29 March 1977 in Paris.
Hunger / La Faim is a 1974 animated short film produced by the National Film Board of Canada. It was directed by Peter Foldes and is one of the first computer animation films. The story told without words, is a morality tale about greed and gluttony in the (then) modern society.
Awards for Hunger included a Special Jury Prize at the 1974 Cannes Film Festival, a BAFTA Award for Best Animation Film, and a Silver Hugo at the Chicago International Film Festival. The film was also nominated for an Academy Award for Best Animated Short Film at the 47th Academy Awards.
After watching "Hen, His Wife" the 1990's animation by the Hungarian Igor Kovalyov, my mind brought instantly it back again. After navigate through 3 more recommended videos: there it was. Guess what? By another Hungarian, Peter Foldes.
Peter Foldes, born in 1924 in Budapest, Hungary and was a director and animator of British nationality. Foldes later moved to Paris, where he became an early pioneer in computer animation. In the 1960s, he worked for the Research Service of the ORTF. He is one of the pioneers of computer animation with his film Hunger, which received the Jury Prize in the "short film" category at Cannes Film Festival as well as an Academy Award nomination.
Peter died 29 March 1977 in Paris.
Hunger / La Faim is a 1974 animated short film produced by the National Film Board of Canada. It was directed by Peter Foldes and is one of the first computer animation films. The story told without words, is a morality tale about greed and gluttony in the (then) modern society.
Awards for Hunger included a Special Jury Prize at the 1974 Cannes Film Festival, a BAFTA Award for Best Animation Film, and a Silver Hugo at the Chicago International Film Festival. The film was also nominated for an Academy Award for Best Animated Short Film at the 47th Academy Awards.
Saturday, April 16, 2016
Friday, April 15, 2016
Wednesday, April 13, 2016
Nintendo Super Famicom 3DS [Design & Box]
This is the Super Famicom, the Japanese Super Nintendo (Super NES):
And this is the box it came in:
This is the Nintendo 3DS, the GameBoy of this generation:
And this is the Nintendo 3DS with the Super Famicom's skin:
And this is the box it came in ♥:
♥♥♥♥Nintendo♥♥♥♥