Jump to content

treowtheordurren

Supporter
  • Posts

    15
  • Joined

  • Last visited

Everything posted by treowtheordurren

  1. Can we not refer to some of those opposed to the movement as SJWs? That term is pretty derogatory and dehumanizing nowadays, and tends to sour serious discussion. Not trying to censor anyone or anything; just something to keep in mind.
  2. At least one of the affairs has been confirmed, meaning that the ex's word is at the very least partially sound. The movement itself has long since moved past Eron's claims, focusing instead on the connections between the journalists themselves. And, considering that there are some pretty unethical practices going on (and these have been verified as well), there's a basis for some legitimate concern. Part of the reason the movement has become as fervent as it has (and this fervor I disagree with) traces back to the string of insulting and condescending articles published by several tech/gaming news sites. There's no easier way to start a consumer revolt than by actively insulting your target audience. As a radio journalist, I can tell you that financial ties, like funding sources regardless of interest in profit, constitutes a potential conflict of interest. The fact that these ties went undisclosed is genuinely unethical in regards to journalism. Do you know what a conflict of interest is? And I don't know about you, but I think anyone who engages in doxxing and harassment should be ashamed. Both sides are guilty of that, however. How do reviews and journalism work, then? Would it've been acceptable for Roger Ebert to review a movie after sleeping with that movie's producer or director and not disclosing that relationship? Would it be just as acceptable for Ebert to have been a part of a group of reviewers that regularly discusses what movies they're going to review and not disclose his involvement with that group? Again, the practices employed by some journalists is unethical, and should be outlawed and policed. I don't see how ethical standards that are applicable in other media aren't applicable here. Then how do you explain #notyourshield, or posts like this? There are several prominent figures that are not white cishet males that support the movement, like Devi Ewer, academically accredited feminist C.H. Sommers, and others. You're making a ridiculous over-generalization by claiming the movement is for and by white males. Unless you'd care to disprove the existence of the GameJournoPros mailing list, where there's obviously a concerted effort made to influence consensus, or somehow demonstrate that figures like Leigh Alexander running a gamedev PR Agency and writing articles about games and gamedevs, you cannot dismiss the accusations of ethical lapses. And unless you can point to widespread harassment perpetuated by the movement following the string of anti-gamer articles, you can't continue to claim the movement is entirely about harassment.
  3. I couldn't find any issues discussing the topic in my admittedly brief keyword search, so, I thought I'd ask: where do you, denizens of the Nexus, stand on the whole GamerGate movement? Some background, for those uninitiated: On September 17th, game dev Eron Gjoni created a Wordpress blog titled "TheZoePost," in which he alleged, among many other things, that his ex-girlfriend Zoe Quinn engaged in a handful of affairs with gaming industry insiders. For proof, Gjoni submitted what are now known to be undocumented chatlogs in which Quinn confessed to these affairs. These affairs are significant because of the conflicts of interests they would entail. One of her alleged partners was gamedev and panel judge Robin Arnott, whose panel awarded Quinn's game "Depression Quest" a cash prize and an accolade displayed on the game's store page. Another was Kotaku journalist Nathan Grayson, who was involved with Quinn platonically (they spent a weekend or so in Vegas together with other devs) when he published an article spotlighting Quinn's game out of another 47 or so, and was involved with her romantically just a few days later. The exact timeline regarding their relationship is a bit hazy, but the one I presented is the one confirmed both by Gjoni and Kotaku EiC Stephen Totilo. Shortly after the post went up, youtuber MundaneMatt created a video about it. It was promptly taken down by a user named "zoe quinn," via a false DMCA claim. A recently leaked series of conversations from a mailing list containing over 160 industry figures (including PR reps from Bungie and Ubisoft) reveals that various editors from various sites were urging other editors, admins, etc. to forbid discussion of the issue. Ben Kuchera of Polygon was a particularly loud voice in all of this, urging Greg Tito of the Escapist to delete a heavily moderated forum thread discussing the issue. Similaly, a 25,000 comment thread on Reddit about the topic was routinely and indiscriminately purged. More details about Quinn were unearthed (namely that she potentially faked an earlier harassment case that garnered her the publicity necessary to get her game Greenlit and that some of the publications that ran the story were perfectly willing to do so without checking its authenticity as it supported their agenda; she also crashed a pro-woman charity game jam on the false grounds that it was exploitative), as she was something of a focal point early on before any real movement had taken shape. Unfortunately, a lot of harassment was directed towards Quinn as well. It's suspected some went so far as to dox her, though the phone numbers released didn't actually connect to her or anyone related to her. Next, twelve different websites released twelve different articles declaring the death of the "Gamer" subculture, referring to gamers in such flattering terms as "shitslinging hyperconsumers." These articles were all released within a 48-hour period and some were remarkably similar to one another. With the recent exposition of the GameJournoPro mailing list, it's not unreasonable to assume that this was some sort of coordinated effort on behalf of the sites involved. Phil Fish, an ardent defender of Quinn since the beginning of the controversy, had his company Polytron hacked, and its financial records were exposed. He has since withdrawn from the industry and is trying to sell the rights to his IP Fez. Regarding Fish, it was discovered that, prior to creating Fez, he was funded by several members of what would later become IndieFund. It's basically an unorthodox investment group that supports indie gamedevs. What's notable about this is that several of the people who funded Fez were judges of the Indie Games Fest, where Fez was not only entered twice (the only other game to do that was also IndieFund backed), but won twice as well. It was also guaranteed its second entry, as the previous judges (who supported Fez the first time) selected the next set of entrants. Furthermore, Fez won Indiecade's "best in show"-type award. Indiecade's head judge, who is allowed to moderate each individual juror's review, was another member of IndieFund. All of this occurred one month prior to the release of Fez, generating some intense hype for the game. Accusations of racketeering were levied, and the authorities were at one point contacted. No word on how that's since progressed, although there's some pretty solid evidence against the IGF and Indiefund. But back to GamerGate. Following the wave of articles, actor Adam Baldwin created the hashtag #GamerGate, comparing the cover-up to the Watergate scandal. On twitter, figures like Devin Faraci, Editor of Badass Digest, and Leigh Alexander, PR Agent and EaL of Gamasutra (yes, she is both a PR agent for gamedevs and writes articles on games; I know, it's crazy sketchy) compared the GG crowd unfavorably to ISIS and laughed about how they would "crush the dreams" of aspiring devs and journalists in support of the movement, respectively. Kotaku journalist Patrica Hernandez was revealed to have provided positive coverage of her roommate's and lover's works without disclosing either of those relationships. Brad Wardell of Stardock expressed his dismay at how journalists were completely eager to write attack ads about the sexual harassment case he was involved in a few years ago but were completely unwilling to discuss any of Quinn's supposed flaws (Wardell was acquitted and the plaintiff was required to issue a public apology for making the accusation). Several journalists and judges (Ben Kucher among them) were found to be donating to Quinn's Patreon account, effectively funding her. These financial ties were not disclosed in any articles they wrote about her, or when they judged any of her work. Kotaku has since revised its ethics policy regarding Patreon donations, as has Polygon and the Escapist. Defy media as a whole has an entirely new ethics policy, shaped around issues raised by the GamerGate front. Unfortunately, a great deal of harassment has been levied at Quinn and others, especially during the inception of the movement. At one point, rape and death threats were directed towards Anita Sarkeesian from a throwaway Twitter account. Much of the gaming press has extensively publicized these threats. On the other hand, some figures who oppose the movement have made similar threats, one directed towards a thirteen year old boy. The journalists who published the mailing list was sent an unmarked, filled syringe in the mail, thus far the most physical form of harassment perpetrated. With that out of the way, let's discuss!
  4. Immersive Settlements is still recruiting! ------------------------------------------------------------------------------------------- You heard me right, folks! The ImSet team has undergone yet another shakeup, ultimately leaving me as its sole heir. This is extremely problematic, as I have virtually no experience with the CK (I'm a writer/voiceactor by trade). To make matters worse, I won't be able to gain much experience any time soon, as I'm going back to my day job. All of this leaves the mod in a very precarious position. Right now, we're well on our way to finishing the more advanced work on Falkreath/Riverwood. We've got almost all of the lines written and recorded, and most of the interiors have been finished/reworked. However, I lack the means to see this new prototypical update all the way through, and certainly can't continue from there on out. We're also in need of a handful of compatibility patches, and, of course, we'd love to see some integration with other popular "Immersive" mods like Perseid's Inns and Taverns, or Touring Carriages. All of that isn't possible at the moment, though, which is why I'm making this post. We need a talented, dedicated team to ensure this mod's continued development. Available Positions ------------------------------------------------------------------------------------------- NOTE: IT IS PREFERABLE THAT APPLICANTS ARE AVAILABLE FOR LONG-TERM DEVELOPMENT. AT THE VERY LEAST, THEY SHOULD BE ABLE TO SEE THEIR PARTICULAR WORK THROUGH IN THE SETTLEMENT THEY'VE BEEN ASSIGNED/HAVE REQUESTED. Exterior Designer: Someone capable of designing interesting, logical, and aesthetically cohesive exterior additions for the various settlements. The ultimate goal is to have them merge seamlessly with pre-existing features, while simultaneously adding new, novel features, like banks, shipyards, arenas, and the like. For an example, see what we've accomplished already. Interior Designer: Someone capable of designing the interiors for the buildings already present in the mod, as well as those added by the exterior designer. The ultimate goal is to have them, again, no stray too far from the vanilla aesthetic, while simultaneously presenting the player with something fresh and full of character. Because, of course, you can learn a lot about a man by the house he keeps. NPC AI Packager: Someone capable of coding and implementing schedules for the NPCs added by this mod, as well as the potential modification of vanilla NPC schedules. The ultimate goal is to design complex schedules that create the illusion of a living, breathing, community while revealing certain personal traits and habits of the characters. For instance, a certain character may embark on hunting expeditions from time to time, while another may visit the Hall of the Dead to say their weekly prayers. Another still may run from person to person, doing odd jobs, and a handful of them may meet at the tavern throughout the evening to talk and carry on. NPC Dialogue Coder (or something like that): Someone capable of implementing the various conversations the NPCs may have with one another or the player. Certain conversations can become very complicated, giving the player different ways to interact with and influence the NPC in question with a handful of conditional dialogue options. Speech/Intimidation checks are somewhat plentiful, to give Speechcraft a broader application. The ultimate goal is to design conversations that allow for better roleplaying and provide the player with opportunities to comment on past experiences, giving their accomplishments and exploits more weight and situational application. Currently, we only need someone to implement the most basic of dialogue; the more complex bits will come later, once the mod reaches a suitable point in its development. Quest Designers: Someone capable of coding quests that react to player choice and diverge accordingly, often with multiple endings. This is a very long-term goal, and will likely come into play only after everything else has been mostly finished. Voice Actors/Actresses: As NPCs are added to the mod and as dialogue is written for them, we're going to need someone to provide voices for them. I'm moderately well-equipped for this sort of stuff, but, I can only do so much. We do have standards, though, comparable to that of Intersting NPCs. That's all for the moment. As positions are filled, this list will be modified accordingly.
  5. I'll actually be going back to work in radio in about a week, so...guaranteed authentic! Here are some samples of my previous work, too: https://soundcloud.com/donuts-strongjaw The audio quality of the bottom three samples is indicative of the setup I'll soon have access to.
  6. So, this is a little idea of mine I've been incubating for some time and, while it seems a little...silly ("Exploring the workings of family units in a post-post-apocalyptic Nevada? Why on Earth would you want to do that?"), it's still something I'd like to pitch. Of course, I'd be willing to do most-to-all of the writing and some of the voice acting, but, I have absolutely no programming ability. Anyway, the basic idea was to replace a handful of otherwise unnamed townies with named, interactive characters and add a few families and individuals to various used and unused buildings throughout the Mojave, particularly to towns that are lacking ordinary, interactive citizens (Like Westside, Freeside, NV Square, Boulder City, and Primm). It'd be, in my opinion, an excellent opportunity to better "characterize" the locales and help the player develop a more personal stake in them. You could, for instance, have an ambitious scavenger in North Vegas square enlist your help in cleaning out the H&H tools factory, or find yourself caught up in the life of a mother who's gotten in over her head doing everything she can to provide for her son. Lots of little vignettes to bring the world to life in a way it wasn't beforehand. It'd go a long way in creating the atmosphere that New Vegas sort of lacks as a whole. Here's a little outline of what I've come up with so far: Freeside Families The Zamudios, a father, mother, and daughter who live in a rundown liquor store. The mother collects bottles to sell to the Garret twins and the father collects and sells salvage. The daughter spends her days locked inside the house, her parents too afraid to let her wander the streets. The Nicholsons, a husband-wife pair of squatters who lost it all on the Strip only to get stuck in Freeside. The husband's developed an alcohol addiction while the wife begs for caps on Fremont Avenue. Daryn Watson, an older antique vendor with a late wife. He's become increasingly detached in the wake of her death and his business and health have begun to suffer from it. North Vegas Square Families Flint Muldane, an ambitious scavenger looking to make his fortune in the Outer Vegas ruins. He's spent months preparing for a foray into the tools factory, but can't find anyone willing to act as his second. The Stepfords, a father, mother, and son who live in an abandoned storefront. The father and mother do what they can to raise crops, while the delinquent, teenaged son looks for some way to relieve his boredom. Boulder City Families Stephanie Lawson, a young woman living in a small house behind town. Her father passed away during the first battle for the Dam, and she's been struggling to make ends meet as a singer ever since. The Graysons, a young couple that sold basic provisions to the concrete mixers that used to reside in the town. Old Hank, the owner of a small bunkhouse just off of the main road. Without workers to fill the beds, his place has gotten mighty quiet.
  7. Hello, fellow voice actors. I'm currently voicing/writing for Immersive Settlements, a fairly popular town/village expansion mod that's about halfway through development. Maybe. We're certainly aspiring to go above and beyond what most mods of a similar nature do. We're currently in need of, at the very least... - someone capable of a very deep (essentially, around the same pitch as the huskier sounding guards), brisk Northern European accent with the intent of portraying a rather massive male Nord lumberyard worker; Austrian works, so long as it's not horribly hammy. - someone capable of a somewhat deep, gruff (but not particularly raspy) British accent, with the intent of portraying a male Dunmer that had fallen on hard times but has since recovered. - someone capable of a rather sharp, intelligent (but not snobbish, pretentious, or nasal) standard American accent, with the intent of portraying an expy of "Belle," from Disney's Beauty and the Beast. The "Belle" role is already in the process of being filled. This will likely become a long-term engagement, depending on the extent to which the mod develops. At the moment, only the basic activation lines and other such tidbits need to be voiced, though most of the remaining standard dialogue has been written. If you are unsure about involving yourself in an indev project and would like to see proofs of concept beforehand, I can oblige. You will not be expected to voice anything beyond the basic lines until we enter the next stage of development. Character direction will be available at request, as will some of the completed scripts for the sake of context and further character insight. Furthermore, if you're acquainted with anyone competent with the CK and interested in joining a fairly ambitious and potentially complex project, feel free to direct them to us. Our team is currently very small and development is proceeding at less-than-optimal speeds, though we're not currently overwhelmed by any one aspect of production. It is also requested (but by no means required) that any voicework be divided down to the individual lines prior to being submitted. If you would prefer not to do that, please inform me of the fact beforehand so I know what to expect. Audio quality should be at least comparable to the samples found here: https://soundcloud.com/donuts-strongjaw (excluding the Billy Wildman sample, which is shamefully messy). This is a negotiable standard, especially if the acting itself is done well. This ended up being much longer than I thought it would, and I apologize for being so long-winded.
  8. Should it be assumed that the in-game howl + animation doesn't suffice? Not the transformative one, but the combat one.
  9. Ah, an intrepid soul setting off into the wonderful world of voicework. Some advice: try to avoid uploading anything with particularly poor sound quality, especially if you have very few recordings. It sort of sets a precedent. "Oh, this fellow has some samples. *takes a listen* Well, his actual acting wasn't particularly bad, but some of the audio itself sounded far too unpolished. Rather not take a chance with that."* Do try to avoid making any "mouthy" noises, like smacking your tongue or licking your lips. You can edit them out, but it's ultimately easier (and more professional) if you can train yourself to just not make them. Most importantly, try saving up for a decent microphone. You'll need at least, say, $80 for a just-passable one (unless you find one on sale or have some other stroke of luck; alternatively, I've been had). *I don't think anyone actually talks this way
  10. If Skyrim gets your panties in a bunch, I'd love to hear what some of you think about The Witcher series.
  11. Well, it sounds like a great idea. But, you know, the actual logistics of it all would be mindbogglingly complex.
  12. Skyrim was based off of Northern European culture. Northern European culture was gender biased. I wish they would've made the game even more racist, though. Oh, yeah, most of the beggars, Degaine in particular, are implied to be disabled. They just don't have any animations to represent this.
  13. DonutsStrongJaw Gender: Male Race: White Active M ember: As active as you need me to be. Playable Races: Cannot do beast races or many Redguards and "conventional" Nord accents. The rest is fair game. Experience: I've provided voicework for a few New Vegas mods and have worked as a radio journalist. I've also dabbled in community theatre. Skills: Character acting, faux maturity (in the sense that I can sound older than I actually am), and mildly stereotypical to ridiculously stereotypical accents, mostly from the British Isles. About Me: I've long wanted to dabble in voice acting and what better place to start than with the modding community for a game I so enjoy? Aside from my dashing good looks (My manager says I have a face made for radio!) and my sterling inteluhjens, I have a fairly wide vocal range and a passion for my work. I also have semi-regular access to a professional recording studio and a troupe of other actors, which doesn't hurt. Voice Samples: https://soundcloud.com/donuts-strongjaw
  14. Hey, I'd be happy to do some voicework, and I have access to professional-grade equipment (I work in radio). While my voice falls into baritone, I can hit a higher, more nasally pitch, which is great for older, more eccentric male characters. Speaking of which, character voicing is my specialty. I can do accents, namely generic cockney, deep Russian, tinny, Gentlemanly British, and some New England regional accents. My speaking voice is unaccented American and I am familiar with basic editing and techniques. If you're interested, feel free to message me.
×
×
  • Create New...