I am a Game Developer and Animator. This is my channel for all things gaming and entertainment. I react and review and give my thoughts on the latest games and movies and game tech coming to your screens. Subscribe for giveaways and weekly videos.
See, this is what I'm talking about, York. More periodic videos based on production and design value such as these. You've also got a lot of people in your livestreams who seem to be experienced in animation and production. I'm wondering if we should have them submit material for you to review, then perhaps subsequently post up. You know, maybe turn this channel into a real sense of creativity, production, design sort of thing, all centered around the core theme of game dev. I remember Badman Portuguese in your recent livestream talking about how he graduated with his AA and is now doing illustration. Maybe ask Badman if he'd be OK with contacting design students at his college and directing them to York Reacts. I'm currently attending school online for my BS in IT, with hopes of moving to the state my school is located in so that I can live on-campus and take Grad courses in-person. I've been trying to direct students enrolled either online or on-campus in any of the engineering departments at my school towards your channel as well as to build a team of students who'd like to work on an indie game/movie (my school provides all majors housed within its engineering departments free renewable yearly subscriptions to not only the entire suite of Autodesk software [e.g. 3DS Max, Maya, Motion Builder, AutoCAD, VRED Professional, etc.], but free annual renewable subscriptions to all kinds of software within the world of tech and design [Matlab, ArcGIS Pro, Azure, machine learning servers, AI software, etc.]). I've been finding it difficult to reach out to other students and get a response without actually physically being on-campus, (I've already been invited by my school to look at their Graduate program for my major, and I'm slowly taking steps to eventually live on-campus in a my own one-bedroom dorm as I attend Grad school in this next couple of years). I've currently been looking into the effects of Dynamic Difficulty Adjustment (DDA) in which the database for video games is used to either smarten up or simplify the in-game AI in response to demonstrated player skill level/aptitude. If you'd like, as I continue on with my Undergrad program, I can offer such insights to your channel as managing an online network of gamers; cloud computing; server interactions; cybersecurity and safeguarding player data; database design in terms of managing and maintaining player save profiles; taking a digital snapshot of player performance data and using it to adjust the in-game AI (something that DDA which I described earlier in this paragraph already does); the new use of AI in gaming as we now know it (Generative AI, Natural Language Processing, Machine Learning, Big Data, etc.), incorporating elements of filmmaking into the world of game dev, and some programming as well (my program of study only teaches programming and scripting in a few different languages (Python, Java, Powershell, etc.), as languages such as JavaScript, C++, etc. are taught in the school's Computer Science programs. I will be working on teaching myself additional languages such as JavaScript, C++, etc. I would really love to see your channel grow into a resource hub for game devs! I apologize for the insanely long message. I'm trying my best to work on cutting down some of these long-winded messages I tend to type to a reasonable 2-4 paragraphs, if that.
I love that they didnt hire famous actors. Ill go to my deathbed telling people that it was a huge major step for cdpr doing that for cp77. Woulda been much cooler if it was an original design.
Yes of course! haha I worked on the game as an Animator but this moment is so powerful and just hits hard....Last time I played it with high honor. I cant wait to see the other scenes since I am playing low honor this time. Arthur getting sick is such a emotional moment and this part of the game really makes you realize that. So awesome!
I really like this kind of analysis and commentary from someone who knows what he's talking about. Theres' so much "why this game is great/sucks" style commentary from armchair experts who throw buzzwords around that the realities of game-making sometimes get lost. It's nice to just see informed, objective observations about the actual processes involved.
YES that was how I felt last night. SOooooooo much going on for the UI and overall experience. I thought I was gonna have a siezure and I had anxiety or something while playing hahah chaos and shit happening all over the screen. TO MUCH for me as well but its super fun to play. I think they just need to balance that more.
Yeah, hang in there, build the groundwork now so when GTA six drops, you’ll have a lot of views like you did talking about it when the trailer released! But you got to build the groundwork now for it so when it drops you have people who know about you
Even though I got some spoilers before I played this game I still didn’t want the game to end. This really puts into perspective that we can’t always fight nature. We can’t fight change, we can’t fight gravity, we can’t fight nothin’. And our whole lives all we ever did was fight. So sometimes you must sit back and accept what’s true and what is going to happen.
Same thing with GTAV for me, I started having a ton of fun toward the end and I wanted to do more big heists but then it ended and I made the sad decision to kill Trevor 😂
@@7heartsCC haha yes!! Never wanted GTAV to end as well. Love all those heists and missions switching between all the characters mid fight. I also killed Trevor haha 😆
Usually I hold these cinematics to the SWTOR trailers from ILM and not many come close - but this one is right up there in quality or even better. So much work
@@NerdishNature yeah this one was very impressive to me. One of the best I’ve ever seen. Breathtaking some of the details and hard work that went into this. Simply a masterpiece in 3d art and gaming
Always find it interesting that the story is being kept from devs. As animator, especially character animator, Id guess it would help to know what the character have been doing in previous scene, and where the character is going. Animators create emotion and reaction, wouldnt it be VERY helpful to get more information about the story and character? Or maybe it wouldnt change the mindset of the animator that much?
@@YorkReactsYeah, good point 😂 in my head, I was thinking about GoW since you did a bunch there! Maybe you got more info on that game compared to this one?
Preach, Pastor, PREACH!!! Stemming solely from a filmmaking perspective, mise-en-scene is a French term used in the filmmaking industry which basically means that literally everything you see on screen in a movie or on stage in a theatrical play does its part dutifully to help emphasize and enhance the narrative in a visual manner. The same can be said verbatim when it comes to video games as well. Let me quickly give you an example. I recently completed a self-study of the GTA: San Andreas, in which case I found a ploy to of embedded circular motifs to be at work throughout the duration of the game. The circular motifs are used to enhance the idea that the game's sole protagonist, Carl "CJ" Johnson, needs to be mindful of taking care the neighborhood from which he originates whilst said protagonist simultaneously makes strides, business connections, and big money moves across the rest of the game's map. This message is only underscored by the fact that CJ's brother chastises him near the end of the game concerning how CJ seems to have forgotten about their hood. The neighborhood they're from is Grove Street, which serves as the lone major cul de sac street in the entire game. That said, the motivations of CJ's brother (Sweet Johnson) can be seen as a circular motif; and indeed the video game makes extensive use of embedding circular themed designs in both several different architectural designs as well as natural landscape designs that can be seen spread about the map as the player further progresses the storyline, working to unlock additional sections of the map piecemeal. The character motivations of Sweet Johnson can therefore be found in architectural and landscape designs found throughout the map, as well as a major theme of the game's over-arching narrative. Furthermore, I found an inner circular motif that seems to align with the central antagonist of the game, and whereas architecture/landscape seems to have been the mechanism used to describe the motivations of Sweet Johnson (who plays the role of being a major supporting character/protagonist in the game), mechanisms used to describe the motivations of the game's antagonist seem to stem from a combination of colors deliberately used in not only lighting schemes for some of the prominent architecture used in storyline and found throughout the map, but a deliberate color combination/scheme of the costume design, more specifically the representative gang colors of major starring characters in the game. I found that this circular motif actually lines up with the RGB color wheel. Finally, a third and outermost circular motif actually seems to outline the motivations of Rockstar Games itself. This third circular motif underscores the developer's intended message when it comes to virtually any installment within the GTA franchise (you can Google past Q & A sessions done with the Houser brothers in which they describe how the major theme of any GTA game in the series is to satirize how the American mass media portrays the American lifestyle). Rockstar uses a combination of the music found throughout the game's numerous radio stations, as well as craftily written and worded skits from some of the various in-game radio station DJs. The ploy by Rockstar Games there seems to have been to use in--game or in-world mass media to achieve their specific message and motivations, whilst at the same time using a form of real-life mass media (the game itself) in hopes of delineating their message to the player in real time. Conclusively, in my opinion, knowing how the character best fits into the game's storyline narrative is most definitely beneficial for all production staff involved.
I done some animation for a bit, its crazy how much work you guys do. Tryna make ur own walk cycle to flow and ease in and ease out stuff. Lotta work but pays off !
That’s awesome are you thinking about getting back into it? So luckily in this situation I didn’t have to make a new walk at the end I used the in game Franklin walk cycle and stitched it to the end of my animation and cut it off right at the exact moment it needs to blend into the walk cycle in game. Fairly easily to animate and make but hard to get it timed just right so when you see holding the stick forward it feels seem less
Yeah in the end it’s so cool to see it blend perfectly. Such a good feeling when something works and looks clean in game. People don’t realize how much work goes just to the smallest of shots
In Terms of Ai dilalogue what they could maybe do is get the voice actor for Jason to record loads of dilaogue then Ai NPCs could then responed to that dilalogue in various ways. Maybe a Bully 2 could pull this off.
I know you did allot animations in RDR2 so i am sure you already know this, but you can melee stealth kill with a bow. It's one of best animations i have seen in game.
One little question York, is it possible for you to contact Rockstar so we are getting real life information gta 6 and you can talk about it like in a development way
Thank you for sharing your story. It's kinda rare seeing animators take all these layoffs. I'm trying to keep my chin up with it all going on and keep treading on till next year. My contract ends in March so I'm hoping things pick up until then. Thank you again.
Yeah man so little jobs going around these days it’s crazy. And with Ai coming in and tech getting better and better like mocap capturing ect our time might be limited.