Guild Chat - Episode 95
Guild Chat - Episode 95
- Title
- "Whisper in the Dark” Story
- Host
- Rubi Bayer
- Guests
- Tom Abernathy
Clayton Kisko
Joseph Clark
Jessica Lewis
Chelsey Shuder
Chris Burgess - Date
- October 22, 2019
- Official video
- YouTube
The 95th episode of Guild Chat aired on November 22, 2019.
Summary[edit]
- Lore
- Boneskinner was originally called Wendigo
- Norn culture, Jhavi - again more important in the future
- Braham - he's growing out of his emo phase, but it is not complete yet
- Rytlock & Crecia - Asking who is Ryland as a person
- What happened offscreen in EP1 - will come into play later
- When Jormag speaks through the fraenir, Debra (Jormag) and Fred's (Fraenir) voices are mixed
- This season, hidden agendas everywhere: Jormag, Bangar, maybe even Ryland, others that we don't know yet
- Jormag's way: "getting what Jormag wants is to persuade you that you should want it too", not by force
- Meta event: some of the battles are loops created by the Fraenir, if you repeat them, some characters will be like "Wait, did we do this already...?"
- Jormag whispering to keep you "doing your things, staying in this little corner"
- When doing some of the events outside your story, the npcs (Marjory, Braham,...) will be replaced by a different group (new tech!) who also experience time loop
- Braham fights something that resembles his dad, Jory fights Belinda > messed her pretty big
- Marjory + Kas - more this season, they both more matured, changed: they wanna synthesize these changes with the gameplay, not just show it
- The unknown whispers confirmed to be Jormag's
- "Almorra's" call by Jormag: didn't want the sound make too obvious, added some hints (static, disruptions), "zombie Almorra using the comm, Jormag controlling the hands
- Essence manipulation: connected to the spirits, kinda haunting, disturbing
- Asura who tells you about it: feels like he went to dark lengths to manipulate the essence, killing creatures and putting their essence into the pillars, you absorb it
- When you see the Boneskinner stalking you, and then it disappeares, it disappears only for you. Other players may still see it
- Jormag is still struggling a bit with the power to control bodies, that's why the fraenir is moving the way it does
- Q&A from players
- Frost: they don't want to hinder gameplay but still want the player to feel claustrophobic, anxious, not to completely see where the enemies are coming from,
- there is special audio associated with the freezing effect
- Will strike mission keep getting more difficult?
- Boneskinner is the hardest, it doesn't have wipe mechanics but things will progressively gets harder if you dont coordinate/do mechanics
- Will the map keep expanding? Yes, in ep2. Same as Dry Top.
- If you complete the map now, you get the complete reward. If you wait for the map to expand, you'll have to do the new things as well
- Essence manipulation mastery increase - yes, in ep2. After that, they don't know yet
- why can't you mount in Darkrime Dvelves? Reducing clutter so that players do not stand over Almorra.
- How Svanir got their raptors? Did they purchas PoF?
- They didn't purchase it. Jormag's possibly lured, persuaded some mounts so they would want to be ridden by Sons of Svanir. Some of them had mounts before they defected. It looks cool.
- Do Jormag minions conserve free will? Tom: "Great question" "what you mean by free will?"
- Influence of Jormag: sometimes you don't notice Jormag is influencing your thinking, sometimes you can hear Jormag's voice in your head saying things (reasons why this vary in next ep)
- tricky part: you may feel it is your free will, "Absoulety arguable that Jormag is actually acting always in good faith in terms what Jormag wants in the world."
- Elder Dragons tend not to care for the mortals (generally speaking), except Aurene, and also not entirely true for Jormag as well
- Key question: Who is Jormag and what is Jormag doing.
- Will we see more of the Boneskinner later? Yes.
- General stuff
- Showed Aurene and Joko Funko Pops, coming in January 2020
- Episode was shorter - hopefully shorter times between eps, more frequent releases
- Fraenir - voiced by Fred Tatasciore
- This season: suspence, discovering secrets, full significance of things to appear later
- Episode 1 - Setting questions, tone
- Some of the golden path storytelling (main story) is in the open world
- During open world story, your Braham shows to other players as a raven
- More player specific dialogue in the next ep
- Behind the scenes
- Chapter 1 - Audio embed got scared by the jumpscare
- Boneskinner sound design: Toothbrush's vibration and box lid = "Perfect"
- Favorite things to work on:
- Tom: being a part of the process of creating how the characters are manipulated by Jormag, watching writers coming up how Jormag's influence manifests itself; being in VO sessions with Debra (Jormag), Fred (Fraenir), Courtney (Almorra)
- Clayton: ch1 - setting the tone, flow, creepiness progression; the hunger collection + Samantha; Asgeir's Legacy; watching the team work on the map
- Joseph: "lame answer but everything"
- Jessica: mocap for the trailer
- Chelsey: working on the boneskinner's sounds
- What you struggled with when creating the episode?
- Clayton: Adding horror elements
- Tom: not having all tools for storyteling as in linear games
- Joseph: boneskinner chitter was map wide at 1st
- Making of the trailer: Horizon Zero Dawn, Vikings (main inspiration for Jessica)
- 1:26:36 - final cinematic (Rubi punning: "It's chilling)
- intent: "walking away with maybe Jormag is right?"
- Chris: music conveying that Jormag is right: "everything's okay, everything's cool"
- Chelsey's cat provided some voice for the cutscene [video](https://www.twitch.tv/videos/511875752?t=1h41m15s)
- Chris's friend's dog provided some teeth clicking [video](https://www.twitch.tv/videos/511875752?t=1h41m45s)
- Easter Egg: there's a hidden message in the Jormag/Fraenir speech: https://www.reddit.com/r/Guildwars2/comments/e0fu4s/fraenir_of_jormags_hidden_message_that_was/
- When Jormag says "I want to help her", Fraenir's voice says "I want her"
Transcription[edit]
Funko Pops (5:47)[edit]
Rubi Bayer: Hi Tyria, happy Friday and welcome to the newest episode of Guild Chat. I'm your host Rubi and I'm here with the first round of developer guests to talk about our new episode Whisper in the Dark. First, I want to show off - this is solely for the one person in chat who wanted to know what I was holding in my hand - and none of the rest of you ever tries, no. I did want to show off something we've been talking about for a while. We have the prototypes, two of the first prototypes, of our Funko Pops that are coming in January. So, Baby Aurene, surprisingly heavy! Like, I don't know, she's got like all of her little crystal spikes on the back of her head.
Tom Abernathy: Yeah.
Rubi: But our events manager gave us these today to show off, so... There's your first look at Funko Pop Baby Aurene and- Can I give this to you?
Tom: Sure!
Rubi: You have to give it back. I just mean, please hold this for a second and-
Tom: Oh, alright. Okay. They are admirably not like cookie cutter Funko like, you know what I mean?
Rubi: Right? Yes, this is very much Aurene.
Tom: You know, there's a lot of individuality here. I really like it.
Rubi: And then we have Joko. I know. I love this one.
Tom: [impersonating Joko] I'm thinner in person.
Rubi: Thank you! We should have like gotten Nolan North up in here.
Tom: I know.
Rubi: I'm actually gonna take this out of the box because I just want a better look at him.
Tom: Aw yes!
Clayton Kisko: Live unboxing.
Rubi: Oh! Oh, no! Now I feel pressured to like do it really-
Clayton: No! Just kidding! Just pretend I didn't say that!
Rubi: No! It's too late, I'm scared.
Clayton: Okay.
Rubi: And I know Funko Pops are for everybody. I have several on my desk. Like Stéphane is a big fan, but for those of you who love them, these are extremely cool.
Tom: That's so good. It's so good!
Rubi: I know there are some people who are fans who are like hardcore about not taking them out of the box?
Clayton: Oh yeah.
Rubi: All of mine are out of the box. I'm like, I bought them to look at them. I want to see like... Okay.
Tom: And touch them and play with- Oh, it's so good!
Rubi: I know! I love him! Alright, so-
it so that's great so John every yeah the details great yeah they I was really happy and you're right these are not they don't look like these standard-issue we don't have her at lock yet so but for those of you who do like Funko pops and have been waiting to see what they look like there you go and you get in-game pet and yeah so you get the engagement hat when you buy them they're coming in January you can preview now I know you can pre-order at Gamestop I'm not sure off the top of my head where else check your area gate stores that sell Funko pops and see if you can pre-order them but this is what they look like so fantastic you can hang on to her for the whole rest okay so why don't we go ahead and get started all they eat the three of you introduce yourselves talk about what you do here to Rina net and what you worked on for whispers in the dark I'm Tom Abernathy I am the studio narrative director I just played studio narrative director for whispers in the dark though the great bulk of the narrative work on the episode was done by Samantha wall schlager who was the lead writer on it and also by Julianne Arden who was the narrative lead and story editor narrative lead for gw2 and story editor on the episode end and and we you know we do things as a group so everybody everybody had some hands in it but it was principally the work of those two and and so I will represent them as best I can all right yeah you guys were awesome yeah hi I'm Clayton Kisco I'm the team lead for episode 1 and senior game designer here at ArenaNet I worked on the essence manipulation mastery system I worked on a handful the reward structure stuff I had the Windigo chain there was a lot of stuff had my hit the bone Skinner yes II sorry we were both Skinner and then what else gosh there was a tons of other stuff that I like had my hands in but yeah those were the main things so joseph Clark I'm senior sound designer I was kind of at the point of contact for audio on the episode so kind of led the direction while the rest of the team came in and helped us finish this content and worked on the bone Skinner worked on Ravin magic work that comes every got a lot of audio love in this episode yes definitely well why don't we kind of go through this in order how did you guys get started working on this episode what were some of the first outlines of what do we want to do with episode 1 kicking off this the iceberg saga once we get through the prologue yeah so we went through a couple take back yeah I'm trying I'm trying to remember and I know we always knew was gonna have a darker tone we always knew we were gonna like I think the hard feelings I've got settled pretty early yeah yeah I know Samantha was super excited oh yeah that's her jam right and like we were we were having so much fun in those early meetings pitching ideas and brainstorming how can we scare the player how can we introduce mechanics and themes that will hold up in a giant shared open world and and just kind of getting that across I remember us watching the thing for inspiration and just kind of going over other movies that we really liked and yeah so yeah I was a lot of brainstorming meetings with that there's definitely like some other stuff that we ended up like walking away from I remember one point we're toying with the idea of yotan kind of like oh what if there were some stuff over here that we kind of play with and we wanted to make sure that this was like a succinct kind of like let's focus on the Norn focus on the spirits the wild let's tell the story of a moron job' and so then you know it starts really big right and then you just keep whittling it down until you feel like everything is consistent and everything is kind of like automatically connected yeah wait a minute is this how the weekly horror movie thing got started like okay so Joseph Joseph invites like most of this studio I work yeah to come after work once a week and watch horror movies and I actually thought it was only horror movies and that's why I never come because I can't watch that and I was like wait a minute was this like did the strattice inspiration some of the worst horror movies from the 80s best comedies in my opinion okay yeah something like that okay give a favorite favor what like horror movie from the 80s that's also a great comedy ghostbusters huh that's a horror it's a horror ish oh yeah I think that's the moment yes yeah yes our fights I'm blanking hyperspace yeah let me tackle the Rotten Tomatoes oh yes okay so how about you way back story breaker yeah so so I mean again I think our goal for the season and I think this is it's pretty apparent at this point now that we've put out a prologue and our first first real episode is to delve into char and Norn culture the char stuff particularly with through luck in Krisha and Bhangarh and Ryland and the plan that Bhangarh has to basically create a char - list or me and try to you know make jour mag his pet elder dragon and and with the Norn getting more of a sense of their culture through javy for one who's a character who's definitely gonna be important as we go forward but also with bran because you know we we started last season sort of tracking the process of Bram getting out of his sort of email immature wallowing phase and beginning to come to terms with his mom's death and with what his obligation was to you know to his guild mates and Dragons watch and the fact that that was the family that he'd always sort of felt like he'd never had and he just didn't realize it and and that was awesome and and now as we move forward there are still other ways in which Bram still has to grow if he's gonna sort of fully self actualize I think some of that is when he's tried to be a leader in the past he's he's not always succeeded very well at it and sometimes even run away from it yeah and and also he's never been able to turn into his the spirit animal that he follows and that's in episode one a and in whisper and the dark it's a little bit of a sticking point for him it's a bit of a shame thing right and so he's got some growth to do there he's got a lot of stuff to comes to terms for sure this at this point that's right the other thing that I'll say about it is is you know the season I think is darker in general and then a lot of stuff we've done in the past and when I say that not that we haven't done stuff that's high stakes but it's it's darker in terms of the moral complexity of it and and sort of getting away to some degree from kind of fantasy tropes of what that looks like and more getting into at least horror movie tropes what it looks like are really I mean hopefully hopefully something that that that feels dark because it's real right and and and Bram's journey is certainly part of that what Bhangarh is trying to do is part of that the question for RIT lock and Krisha of who Ryland is and and where his sympathies really as allegiances really lie and and what that could mean are part of that and and you know what happens to remind me do we not spoil here or do we assume people have watched the event play the episode rather we're spoiling here okay we talk about this every episode but if you are watching we're talking about everything in the episode we are going to assume that you've played through you know what happens we're gonna spoil you go nuts okay so as people have played the episode no javi and Almora are among those who are abducted when the sons is funnier attack Joris keep they are not killed immediately although a lot of other visual folks are and that's a frightening thing because some of the male Norn in the keep who are part of the vigil get turned to sons is funnier so that's the betrayal of people you trusted is a big theme yeah and trial by people you trusted and and ultimately we discover in the episode that while Javy is still alive and has escaped amaura has been killed and what I will say is that that is there's there's there's been some some talk about that I know players have been have been sort of contemplating the way in which that's presented and and what I'll say about it is that they're going to get a much fuller idea of what went down off-screen in episode 1 a little bit down the line and we're we're planting seed we're planting seeds patheticness what places for things that will that will pay off and become much richer as they're more fully sort of revealed and so but but you know we're dealing with heavy themes this season and we want to we want to we want to get real and I think that's what we're doing and and so for us that was that was the thing to start and that helped inform the tone the horror movie sort of approach and the as people have talked about sort of that you know the still woods with snow softly falling and you hear something up there walking and maybe your voice and you know like oh my god you know a little bit Robert Frost from Hell so you mentioned you know we're going to talk about this a little bit more down the road to employers and we'll find out more that brings to mind something that some of you all have been talking about to this episode was a little bit shorter and that's something that we've talked about internally some yeah yes your and Z people may remember if they watched the streaming event or were in the theater in September Z talked about how we're gonna be you know rethinking sort of what episode releases might look like in ways that are designed to make them more about to add value right so so folks may have noticed that we put out the prologue in the middle of September and episode one came out in the middle of November and that is an indication of sort of what we hoped to sort of hit we're going to we're going to you those that kind of contact more often it's gonna be maybe a little smaller times to sort of help us do that there's also going to be a lot of cool content that drops between the narrative part of the episode drops right there's gonna be new events there's gonna be new activities in the world and and you can speak much more specifically to that but what we hope is or what our goal is is that every time players you know login there's something new for them to do and and and they're getting more fun and value on a more regular basis and not having to wait so long for you know a big drop basically yeah yeah and it's just a piggyback off what you're describing when you said events like we have those strike missions that are coming out I believe the the Fournier is this coming up week and then the bone skin of the following week you know I've been kind of hush-hush but we have little tiny like little tiny prop changes with little tiny dialogue additions like as the week roll at all yeah right and so like you know keep an eye out for that like will be having little bits of pieces we have festivals as always between those types of releases there to strike Commission bosses that haven't even dropped yet that's right yeah that's right okay so just like don't tell anybody yeah yeah look out for that yeah so we're trying some new things and and and we think people are gonna really like them we're cuz cuz that's our goal is to give folks more more new stuff more often so the goal is games are to be fun yeah I say so it's just a little bit more frequent releases and a little bit more to do okay on a rolling basis yeah yeah for sure yeah and then you know the other thing just to go back to sort of the the conceptualization of the the season for a second because I didn't mention jour mag and obviously that's a big deal and and my MA one of the creepiest things I have ever seen is the synthetic at the end of the episode our jour mag uses the dead foreigners body to speak through it yeah yeah yeah and I mean just the creepiest that the animation the cinematic team did unbelievable work and I know Chelsea and Jess are gonna be here yeah yes man I mean gosh it's creepy and and terrific and features an amazing two amazing performances actually by Deborah Wilson who is the actor who does jour mag and by Fred tatasciore did the voice of the fray near and the two of them are actually really good friends and so you know he he really matched her cadence and stuff but with his jaw having like like the mixture of their two voices there is just chilling to me terrifying oh my god yeah that was so scary yeah but but you know Jorma I mean there's so much in this season that's so juicy about people's agendas there's their hidden agendas and and who you can trust in who you can't and you know jour mag as we've said we are to Virgil mag is the dragon of Iceland persuasion and and jour mags way of of getting what Jorah mag wants is to persuade you that you should want it too mm-hmm and you know not to not to do it by brute force and and and I think that comes through particularly in that cinematic that speech it's really apparent for the first time how jour mag thinks and operates and how much you choose to trust them is up to you but you know jour mag has an agenda Bhangarh has an agenda that we are we we know some of now it was revealed at the end of the prologue episode Ryland may have an agenda we don't know you know there are other characters that are new who we don't you know we don't know that well yet and you know we're this this season I think is built on suspense and you know discovering secrets in an ongoing way and so that that's why I say we're hopefully what we're doing is we're planting things that that as the full significance of them becomes clear it's gonna be like oh my god that's what that was about or you know like like that and yeah oh that's what she wanted the whole time yeah that's what we're in before the first episode of like the saga is definitely setting up a lot of like teeing up a lot of questions but also setting the tone pretty well and like jour meg being creepy is is definitely a parent and like even in the open world and we were doing like you're doing some audio design and and we're getting some dialogue written for the random whispers that happened while you're just playing I've seen a couple streams now if players that like this was not meant to be it just lined up perfectly well it'll meet a new MPC and then that thing will trigger because it's just on the time but maybe like I have seen the end kill them and you're like sure make me kill today you have no idea right like it's gonna change it's gonna be random and it's really great to see people kind of free and and as things go on you're gonna just see more things like that and in the world one of the things people may have noticed is that we're we're moving some of what in the past probably would have been thought of as golden path storytelling into the open world and and part of that is because we are doing more things in the open world that you can do over and over again and our approach I mean we could just be like narrative lighting just you know give dialogue for ya hit the thing yeah you beat the thing but what we'd rather do is is contextualize those things with a story in a way that makes sense so one thing that happens in this episode is that there are some battles that you can fight the events in the meta that are actually sort of time loops that the fray near has created and so even though as you do them multiple times you will hear the characters involved in them like to suddenly go wait a second did we do this already yeah what is this what's going on are we like I have deja vu right yeah I love that sort of aspect of of there's there's more in the open world to find and I think that I hope that it really incentivizes people to spend a lot of time running around just looking for all in different pieces because so much of that stuff is is fun and awesome gameplay and also is adding some context of the story and adding you know a little bit bit of pebble to the the wall right a hundred percent and like I was cramming to some players that like we've improved on our posture tech that allowed us to do that so like previously you could have Bram in the open world but he had to be static because his animation of the thing that's the context in which our talk to him have to be for every player at any step but now we can have a Bram that runs around and animates specific to you to other players they see a raven but this Bram is fighting healing you like in doing all the stuffing so now we can also have events in which players will see those different kind of dialogues where the first time they play with them they're looking for more the second time is like I feel like I'm doing this over again and that's your Mac whispering like just keep like trying to keep you doing your thing and staying over in this little corner right and then when you're not on that story stuff it's a completely different group of people who were also experiencing this weird time loop yeah that that tech has opened up a lot of doors for us and the the the work that the designers contents I understand their designers both did on on that stuff is again very much in keeping with the tone that we want for the whole thing right like if you've played that stuff you seem like Bram has to fight what he thinks is his dad yeah Marjorie has to fight what she thinks is the spirit of Belinda pulled out of her sword and by the end of it she is a rat yeah you've taken somebody who usually is a model of like calm and cool stability right but you just just you know rendered almost a blubbering you know little mass on the on the floor to the point where when the rest of them go off to finish the episode she's like I think we're gonna hang out here for a while yeah that it hit players like you were speaking to like the darker tone by the mature darker tone that we're going for yep and like that is one thing that people call that too is like Marjorie just kind of like pacing and trying to get in contact with calves like yeah oh god like this really affected her yeah and to specifically speak to those two characters per second because I know people are interested in care about them and we talked a little bit about about margin cos in the previous eel chat after episode one obviously to me after the prologue but you know we we're gonna be you know delving more into marjory and kasmeer some in this season some and things to come because we realized at some point that as we were trying to figure out where we wanted to take them where we wanted to go with them that the reason we were having trouble figuring out what that should be was because we didn't really understand them as individual characters first as human beings in their own right rather than just as a couple I know people celebrate them as a couple for very good reasons and so that's why you see some different notes being hit in both of them in the prologue and I'm not I don't I don't think we have Kazmir in episode one but certainly Marjorie and you know they are they are I think mature is a really good word for it like like we're trying to especially with the two of them deal with a relationship an adult relationship you know where they've been through some traumas and one of them especially is sort of undergoing some changes in her sense of who she is as a result and and but we want we don't just want to talk about that we want to actually synthesize it into the gameplay and that's what I think what I really loved about that event right yeah I mean when when content design and narratives are able to really wrap together and be doing the same thing accomplishing the same thing at the same time in their various ways that's it sings yeah yeah yeah yeah sure that's awesome something that you mentioned you were talking about the end winch or mag had possessed the corpse of the Freid air and that audio layering of Fred - sure and that was one of the thing about the drawback whispers that I really noticed that was so creepy like that very that very like smooth and friendly and almost seductive and then that terrified like that raw deep terrifying underlay and that I've noticed that consistently on the audio front that weaving in and out where it just kind of breaks their every once in a while and I feel like that speaks to the entire audio tone of this episode how did you how did you even begin and how did you get that theme throughout the episode because it's so creepy yeah on a somatic level Chris Burgess will definitely speak more to this talked about yeah just trying to we try to convey the idea that door Meg and as you're seeing it trying to take control of this body it's not just like a turn on the engine take some effort take some effort kind of like hearing that you're getting a little bit of the corpse so we have just a lot of processing and something interesting I think Chris had done his old mic got a rolls kind of adding into there and it's others excellent players and it's not just the corpse position the entire episode or open-world everything is just this consistent theme of this cold terrifying jour magus jour Maggie's coming and into right probably shows the bone skin and the voices added that in the die screwed saga trailer that we showed at the Moore theater as well right like you you hear that yes undertone come to the floor is so scary yeah yeah yeah it's a lot of like of acoustics you know there's definitely like frequencies and types of sounds that you want to convey that would just whole emotions out of people so as you're going through the world and as we started working on it I mean y'all did amazing job just making everything spooky right away it's our job to come in to solidify what make the immersion of that like just freak people out you know because basically yeah it's like paranoia it's kind of like what's happening right similar to like the thing or in major bystanders it's like everyone's your enemy that's right you don't know who your enemy is and yeah just trying to add the whispers and perfect places choosing one to pull out ambience like make it really fall and creepy or just having it like then there's like a skit a creeping us to like silence or like very quiet so when you go into the haunted forest everything kind of drops out you don't get as much of the wind and like the normal ambience it just kind of it's real um that's unsettling we also pulled the music out we have a specific ambient track throughout the rest of the map and as you go into its the forest we have a very low intensity type of spooky one shots coming in and out and just really wanted to settle in Chapter one there is in the cabin when you go in you die think you did that and people of I was watching some players stream and they were commenting on the fact that like whoa you could just hear like the wind and like the snow like howl and like that added to the power and silence yeah yeah yeah ironically that's what the chapters called silence so that's great and then we had that one jump scare speaking of horror tropes that like had this the Spiner like pop out right and you added this like like kind of spooky like like Yeah right when you first go into when you open the doors you see all the bodies you're like whoa we did I mean it's a little trophy but it works and it's amazing we added a lot of pizzicato strings just are very unsettling our embed our cue image Kent like this plane is gonna genuinely scared and frightened that was amazing oh I was laughing yeah through we want to just hit you with a really high tension like high strings stinger and that's just a high tension like high frequencies just make you feel tense yeah so as soon as that person comes down let me beat you with that stayin here just got me one time so do you wanna talk about some of the other audio things that you put in there cuz I know you brought at least one video I did yes um I should go on for a long time by pulled out some of the bone Skinner sound design that I did um just direction from design we want to really like kind of creepy open world kind of clickety clicking chatter chitter sound that you just kind of hear if it dis dance or when the bumps Canaries coming after you I was like I really like the predator movie where you hear that like and it like you know he's around somewhere you have no idea what's gonna kill you kind of knew that was my like born inspiration yeah so so yeah I have a quick video of the sounds I'm before for that quick nope kind of funny we spoke to miss in the past like audio and sound design and Foley like a lot of experimentation a lot of happy accidents like it not always not always planned like some type of an idea but speaking to that Jorm a controlling a voice you find out later in the episode that the first call from Almora was actually jour mag all right yeah I forgot to mention that one actually that's Courtney Taylor and Deborah Wilson that's very and just the we want to not make it super obvious obviously I feel like well that was really weird right but we wanted to like again and our mindset I suppose it was nor make had figured it out for more at that point but we wanted a little bit so we kind of started out with a little bit of jour mags lines and then kind of played into a more I can't let it more into a more so you kind of get a hint of something's wrong and then on top of that we wanted to add some static some kind of disruption and we we wanted to get a little bit of like a more trying to do more trying to use this calm so we want some kind of like plastic here you know physical sound that like if you don't think about it in the moment I guess it was all that then if you go back maybe like oh okay so Sambi all more I was trying to use a comm door mag control editor a journalist controlling two hands I was looking for some plastic maybe clicking button sounds and it's going through my collection of plastic and rubber and stuff and I look at him I stick my library and uh found a tooth I had an electric toothbrush and it was actually James Ackley our audio director had brought this like this it sounds pretty cool like I picked it up and a I'm charging a lot of times the battery was really low so just had this like like weird a little vibration like energy I'm like like looked around real quick and I grabbed a cardboard box lid and I just kind of like moved it on it I'm like and I'm like perfect I knew I was already starting to work on the Windigo Orbis IV bone Skinner yeah and uh yeah I just like this this could work so I have a hind the scenes of holy session alright thank you Pastor James yeah thank you cardboard box lid how do you have you folk and uh there's like this sounds meme it's gonna bring this to work and it's a broken nerve oh yeah done with toothbrush so yeah I found that sound I tested it on an object and I was wanting to get a bunch of different materials just yeah so you just slowed it down Oh for the actual design of one um I have a video of that as well oh hey with the additional layers that was part of one of the layers or two of the layers was that toothbrush I also used a high school gears and some one clicking their tooth ow step that we need Alex to like bust in here and be like go to the tape okay so let's look at that one then [Boneskinner sounds rendering video] at 38 min yeah get really really well yeah the toothbrush on the cardboard is giving him nice like like the whole body rattle yeah kind of sound the bike gears and the tooth clicking was just type of higher content that just kind of was unsettling and with the tooth clicking I threw that through a delay a ping-pong delay was kinda like this bouncing back and forth and kind of filling out that area yeah so on top of just like a predator type bug it's just very creepy and ghostly unsettling so this thing in the distance that's coming for you yeah yeah that was extremely cool is so do you want to talk a little bit about some of the open-world stuff that's at that like the essence masteries yeah yeah so let's see we spoke a little bit about essence manipulation masteries the previous yeah kind of guild chat preview we did yeah and so Legree during that is supposed to kind of connect to the spirit of the wild in a way that like is also kind of haunting right like it's disturbing like Samantha and I had a really fun time like thinking through its origins and how you are using this thing and the person who's telling you about this thing is this like a Suren who feels like they have gone to very like dark lengths to like manipulate right like new whole I had to like I had to kill some creatures to like put it in this pylon and you're like I'm soaring this and using the enemy like we wanted to like every decision that like was a part of this to like add to that theme of just like really just a little bit stirring a little bit to compliment um what a very Asura delivery that was that was like almost inquest yeah yeah great rise i borderline a play you a sad [Laughter] so so yeah we have those we have those those masteries in the open world and as I said in like the blog post and whatnot of like just wanting to to add a little bit more progression for the players to play through connect them to the rewards in such a way that connects to the strike missions right so like having all three of those mechanics and systems talk to each other so they feel very well integrated and then we also have the Raven mastery as well which is great each statue has a different kind of pose and that denotes like what its responsibilities are like what it gives you and stuff like that we've used we have puzzles that you can interact with that the meta the mechanics on the meta take you know using the barriers what's going to help you fight there so yeah yeah it's pretty much like mastery is in a nutshell there I don't know how deep you want me to go so not very because I have a pile of flavor questions that I've already give you but first I want to do one more kind of overarching thing what was your favorite thing to work on for this particular episode and then we're going to dive into like all of these player questions um oops where did one of those player questions I think that for me being a part of the process of developing the way in which characters are being manipulated by jor mag the way that they what they do in response to that right rid locking increase yet getting a little Vickery and there's gonna be more of that coming in yeah just like like watching Samantha and the other writers in the room you know come up with with how jour mags influence manifests itself and how it affects what people are thinking and what they're doing and what they trust and what they don't and all of that stuff in a general sense that was my favorite part I think probably in a specific sense being in the video sessions first with Deborah because we got her first got the jour manga lines first and then both with Fred and with Courtney having them match her delivery yeah there are voices though you know was you know I talked about the one with the freighter which is awesome but I think the one with all Maura is is equally awesome because you can tell and people did even in the trailer that something is weird yeah hair right I mean it's a lot more is voice but it doesn't sound like her talking exactly yeah and that's a very ineffable sort of subtle and nuanced thing that that audio took those tracks and and did magic with and and so so I never tire of listening pedesta yeah with the elmora on there there was an immediate this is not quite right something's something is just a cuz we know her we didn't know the frame here but we know her we know she sounds like we just saw her in the prologue yeah right and then yeah yeah the unknown of that is what makes that so creepy yeah yeah I'm gonna cheat a little bit apologize but because I have a couple chapter one oh okay that's like what just in my answer of like what was my favorite thank you work on but chapter one was really great to work on because like I think like that story insists was just really great to conceptually think about of like how do we set this tone what is the flow what is the player's flow throughout the map and and like the progression of being creeped out and more creeped out and more creeped out was really fun to do the Conan collection was really fun to work on because Samantha and I just like nerd it out of like how could we make this a creepiest thing ever and always telling I was telling someone a player that like we were in a meeting one time and I know frosty we got to the point where like we were at the meet collection part of it and frost he's like should the commander be get like I don't think this is right we all like spun our heads like no we [Laughter] that was really fun yeah and then you know the the subtle things like as Gears legacy like coming up with some of like the narrative stuff or kind of pushing that and seeing other designers and narrative writers like at that was really great and then yeah just like watching the map like I didn't work on this but watching like the whole team working unison and like Megan on the maps I'd make a beautiful-looking map and like Kevin one of her designers like construct a really great like puzzle we're like legit there is no right answer and every player has that team like oh crap like like I don't know which one the Jews like he did such a great job with love and it is fantastic and Ben's a rock star like he he just like would be pumping out content left and right like high quality content so like the whole team seeing them all work together it was really awesome I was someday we should like we should do a like Gil Chet roving camera and spend a little time I think watching designers do that stuff watching moss a little in our writers room we've talked about that yeah ask me later about some of the technical limitations you're short but we've it's on its it's on the tape okay Gil Chet has a table two kind of lame answer but fun fact before I got into like really delved into audio I almost wanted to get into you practical effects for horror movies big horror movie buff I can see that and yeah don't say so the fact that really got me no audio is psycho acoustic something like unconscious fear that goes into movies and scary things that just yeah immerses you in it you don't even understand it's a great like logical thing so it's kind of going into this episode and everything was pretty much like all the design all the narrative like it's cool to see all the different things that scare people and like what they put into the game like these are my creepy ideas and just want to say everything like just there was so much of it like this between the ambience between the events the characters just all those creepy things I could like really like you know apply to that was very fun yeah just coming up the ideas I don't really just solidify those moments was very rewarding loved it okay well why don't we look at what some of the players would know we actually already talked about that first one yes though the frost great it makes the action difficult to see was this considered with the mechanic and intentional yeah this was definitely considered if you can believe it it was a lot more soupy yeah and we you know that we tend to start that right and then start pulling back there's definitely an intention to keep some of that as it like without hindering gameplay but we wanted some feeling of claustrophobic this and like anxiety to come through when playing not be able to completely see where the enemies are coming from feeling like it's closing in like the screen border that grows over time like we wanted to add those elements in there to to evoke that emotion like a note that as well we also applied a duck to the ambience and like all the sound when you kind of are getting that buff on you so they not only are you like visually not seeing everything you're like audibly not closing in like I thought you've been a real duck I did yeah bringing down the volumes and stuff like that okay gotcha all right are you up for the first one did you roll me okay we'll strike missions keep getting more difficult with future releases so speaking specifically to Episode one we've mentioned that we're leaving the bone Skinner for last for a couple reasons and one of them I think is because it's it's the hardest right and it doesn't specifically have like you do this or you wipe a mechanic's like the codon head but it has a consistent like tick of like things are increasingly gonna get worse for you if you don't start doing and paying attention to some more coordination this might get a little just one shots you there's nothing like that so when I want to be careful when I say like more difficult it's difficult in a different sense that maybe some people would be expecting it is going to require the feeling of more communication with it I don't want to give too many spoilers away but yeah it long story short it will get more difficult yeah for episode 1 okay future question but the map yeah yeah okay uh do you want to read go ahead okay will the map keep expanding with future releases episode 2 will be expanding on this so yes easy answer yes how will expanding bro marches correct with map completion for those who have already mapped the current area great great question we are following the same conventions that we released with dry top and silver wastes so the players who have gotten map complete now we'll have map complete there will be more things to do like you will still be able to unlock vistas and P wise but if you already have map complete great for you you have map complete for those that don't get map complete they'll they'll have more things needed to do yes well they were curious about that first one yeah so will there be increasing need for essence mastery as the high street saga continues for episode two we're absolutely billing on that that is something we're committed to host episode 2 like that stuff is being designed out and like its oh I know we use like nothing is off the table like a lot but like what I'm saying is is that this is not my decision but this is the decisions of the teams to look at everything I know that like we are keeping that in mind and wanting to bring that forward like we were not absolutely tied to it but we don't want to bend it for any reason so that is I hope that's why can't you Mountain doctor I'm Dells a great question I actually answered this on the forums as well we wanted to so that moment was in the open world and what we wanted to do was make it so that we wanted to reduce the amount of clutter and noise as much as possible so that you know a ton of Raptor mounts just standing around a Morra like kind of took away from the moment and so we wanted to make sure you can at least like see Elmore as much as possible and kind of reduce the amount of clutter on screen that makes sense yeah yeah okay I left that whole question in there on purpose okay it's funny how did the spotter get me they purchased by the fire well this is go to narrative so how did spotter going why did this funnier have mounts did they purchase path of fire tom we have choked Tom getting over there the last remnants of my cold I think it's safe to say they did not purchase path a fire there's honor they stole it's entirely possible that your Meg managed to lure some mounts to the area yeah by persuading them you know psychically that they wanted to come and be ridden by stuns of Swan here that's the theory I would go away that is also something I talked about later no really really yeah those those Swan ear don't always have to be like spawn er that we're born and raised there edges could be visual Norn who have like slowly defected over time who have had mounts yeah that's right and brought their mounts mounts with them yes and it looks really cool okay oh sorry I thought we're doing I wanted you to do the next one go for it okay do draw mag minions conserve free will I think that's a really great question and I think it actually comes down to what you mean by free will because as I said I didn't ask it no yes to find that phrase because as I said jour mags tactic generally is to persuade seduces a good word as well they used before by getting you to want the thing that jour mag wants and sometimes that happens without you necessarily being aware that jour mag is influencing your thinking and sometimes it's more tangible and you can hear actually hear jour mags voice in your head saying things to you right and there are some some reasons for why that varies that that will be coming in the next episode but and so I think the tricky part of the answer is you may feel like it's your freewill and you may not realize that in fact you have been influenced to have felt that way to have to have felt you know the thing that your your feeling or come to the conclusion that you've come about it so I think it's that's part of the the very tricky duplicity of of jour mag although I maybe I shouldn't use the word duplicity because I think it's absolutely arguable that jour mag is actually acting always in good faith in terms of what jour mag wants in the world I think jour mags idea of what would be best for the world may be very different from a lot of other beings because Elder Dragons as we know as a as a group tend not to be all that aware of mortals I mean I think they probably notice is sort of like ants if they notice this at all right generally speaking but that's not true Horine because you grew up with mortals and it's clearly not entirely true of jour mag as well and so you know I but that's that's a very good key question that cuts to the issue of who's jour Megan and one's jour mag doing yeah yeah okay I like that one hmm this section was really quick okay well we see more of the bone skin earlier in the saga outside the track emergent yes good answer what was the most difficult thing you struggled with and whispering the dark I will say seriously trying to make a horror like having horror elements in a MMO world is really tough to do um that those are best suited for single-player games and even then single-player games like if you're trying to do like horror freaking out like they're best suited when you don't really even have like guns or weapons like some of the best stuff is like when you just have a flashlight or you can't attack right and so you can attack in our game and there could be 50 commanders running around attacking so like how do you isolate that experience and really make something like the bone Skinner really really creepy and stalking you right so there's a lot of like levers and stuff that we had to pull to to accomplish that and I thought I thought we did a really great job with that so I think that's really true and and from the narrative side I don't know what Samantha would necessarily say but but I think similarly when you are doing when you're telling stories in games versus in more linear traditional narrative media movies television books whatever one of the things that you come to realize quickly is that a lot of the time you're not going to have some tools in your writer toolbox that you're used to having things like sequence or pacing or you know being able to determine when the player is going to find a certain thing out right yeah and so that impacts the extent to which you can do things like build suspense or create dramatic irony which you can't do because that's based on the audience knowing something that the characters in the story don't write and if you're playing a commander we can't have that right um and and so I think those challenges which are challenges that that game narrative folks face in general become especially heightened as you're saying in a situation where you're trying to produce or create an environment in which that's the overall effect and I think that from from our side what I watch what Samantha and Julia and the writers did really really effectively to manage to still make that happen is to put enough this is what I meant when I said so removing some of what might in the past have been golden path material into the open world so that you are that they are they're discrete little things that happen that you will just come upon when you come upon them or sometimes they're like dramatic whispers that will just occur when they occur right but there is an overall compounding effect whatever order you experiencing women of a growing dread and a growing sense of ominous nasai think that's part of how we deal with that challenge you know and it is both in the second part of the prologue and in this episode especially I personally just been I told the the team my team and also the designers have been just amazed at how effective how effectively the world feels like it's telling the story in a way that I don't know that we've ever done so effectively at four you know I just think that's amazing this is a good question for everybody - so yeah everybody gets a little hmm well finding that tooth I've seen the Foley closet that's legitimate we try keep somebody tech involved in this with like having these different everyone kind of doing their own story in the open world it was interesting for us just trying to make sure there's a lot of sound that are happening between like raven visions and spooks it's not like blasting everyone in the math those sounds and just really making it was like some technical things we had done to make that solo for the person and everything nice and tight and spooky well especially when you said earlier that silence is a big part of it correct and not just here's a wall of noise enjoy there was a moment when I had implemented the Skinner that was like okay horrifying yeah and like that that's the other challenge right like you mentioned map wide like you wanted its you want us and pacing I laughed when you said that cuz like in order for things to be creepy it has to not always be around mm-hmm and you have to be careful not to implement a system or a mechanic that allows that to potentially always be around so you have to have like a lot of hands on the controls and make sure this thing is paced well so it stays ominous and creepy and unknown yep placement of things in the world yeah right events sounds all of that matters a lot in that situation because because you do you need those lulls yeah and then for it to come back yeah yeah yeah for sure I really did enjoy like earlier but you see other players kind of walking and doing their own story and like as I guess a developer or someone knowing that that's what's happening right there like I was actually doing the story that's not someone I walk by like yeah all the things are happening there right now fun thanks they're all having their own moment right there yeah that's so cool yeah yeah and I we talked about this before when we brought in the ability for everybody to have that npc in the open world like I said Bram is a raven for other people and seeing that in knowing what's happening is that's such a fun thing that we've been able to implement and all of the little things like that it's it's really enjoyable getting to bring that tech in and give players that experience in the open world yeah I think we talked about this but I'd really loved when you see the bone Skinner kind of hunting or stalking you if you approach it it disappears I think that is also only possible with our imposter tech because for you it disappears for everybody else watching it still stuff right yeah that was that man there was a was it dead space blues dead space to which is or that space one which is another great like horror example there's a moment that one of our designers cam was explaining that like their friends saw like a a party scene like it was like it looked like a birthday party but to them it was just like gore and everyone's dead then communicating about them seeing different things was scary in itself because it was just like this disconnect yeah and so that kind of gets hit on with when you when you can see the bone Skinner but somebody else's try to get close and it disappears really like when the world is telling you that it's being specific to you right that's one reason people like you know lines that are race specific and and in this episode are shooting in the in in the upcoming episode this is gonna be even more true right like people feel like oh the game is really seeing me as an individual playing the game right and I think that our world is moving forward we have a number of things planned that are going to make it more and more feel like yeah the game sees you specifically you and is talking to you and that's kind of terrifying yes it'd be pretty cool awesome all right well I see our next round of developer guests so why don't we let the three if you get back to work and we will talk to Jess Chelsea and Chris in just a couple minutes stick around we'll be right back my champion [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] PART 2 hi guys welcome back and we are in the second half of guild chat let's talk about these cinematics in the game now I'll let you guys introduce yourselves talk about who you are what you do here at ArenaNet and what you worked on for episode 1 just first welcome to guild chat for the first time well thank you for having me I'm nervous but I am here you're gonna Mason we're all here for her so my name is Jessica I go by Jess and so I am a cinematic layman artist and I worked on the episode 1 trailer awesome thank you for being here thank you for having Jessie hi I'm Chelsea I'm the cinematics director and for this episode I steps back into an artist role and was the cinematic artist for the cinematic for episode 1 how much fun was that so much fun to get to do art again instead of being in meetings in more meetings and more meetings you heard the lady she needs meetings no hi Chris hey I'm Chris I am an audio person and I do sounds for the cinematics and I mix some help work with our music composers and get them writing music and I also work in the game and pretty much whatever they throw at me we you know the audio team were the art of keeping plates spinning a lot of things the art of keeping plates spinning is like one of the best descriptions of that I have ever heard you guys are working on so many things at once yeah alright so why don't we talk about the episode one trailer to start with do we want to start by taking a peek at the finished product and then we'll kind of talk about building it yeah ok let's do that you [Whisper in the dark Trailer] at 1:09:30 you guys it's so creepy so good work thank you congratulations how did you get started where what was your starting point just like okay we need to terrify everybody yes and it's cold yes literally we need to terrify everybody and I want this to be scary was like the first thing that came into my mind I had a little jump start off of like where to start with the trailer Jason kind of like started off with some temp audio that he had in and then I kind of like rolled with that for a little bit as I rolled onto the project in the early stages and then the first thing I really thought I was like what kind of temp music do I want what kind of games do I play that would have something that would match this trailer and so I looked at not just games but also shows some huge fan of Vikings and I just really not only didn't want to scare people but I also just really really really wanted to have the kind of what would the Norn music sound like that was another thing that came to my mind and I didn't really really really wanted to like portray in the audio and like put the Norn culture out there since that's what the story is about like yeah charlie and yeah so I looked at like Vikings I think horizon zero dawn those are my two main ones okay and I knew that I also really wanted percussion in there and needed to be there for the feature section we needed to get this feature section rolling because in the beginning it the feature section was just there you didn't really notice that the featured reception was going along lines in the early version of the trailers and so I got a lot of feedback on that and then something needed to help drive the features together so that's kind of where I started basically started with temp music and rolled from there okay that works yeah so where did you come in on the audio on the trailer did you start playing with it right out of the gate well the cinematics team with Jason by field and does a really good job of making my job easy because they usually know what they want and in this case it's funny because jess is talking about tent music selection and I remember early on I was really trying to get y'all to go with like we're asking what's this trailer about what's this episode about we're talking about Bram's journey and going to find his uh was like guildmates yes dead killed me this dead guildmates and i was like what if we did like a indie film roadtrip blues thing and there was a hot minute where i was pushing that like I was kind of cool right and it was like it's kind of cool in the end big epic drums for the win nothing gets the hype going like that so that was something I think I went away on like a Friday and Jess you came back with some temp music and we were like this is great this is working and then I I I work with the cinematics team to just massage some of the language around speaking to composers and then we sent that to stay on the part who did a great job on this and I think like first or second version he sent it back to us and it was great so I'm I'm involved along the way basically just as a resource if they need help but for the trailers these folks are pretty pretty great at what they do know I want so it's not not a lot of work for me and the music really drives these so yeah yeah I want to talk to some of the chem work that you did okay looking at the strike mission bosses and just how epic they feel yeah talk a little bit about where your inspiration comes from oh my goodness gracious I thought was actually my favorite part of the whole entire trailer to work on especially like the first time I went into strike missions in there my inspiration actually comes from raiding so I raid in Guild Wars 2 and the bosses in there I wish I could bring a camera in and another inspiration was like keeping the camera moving around so you don't actually just see the actual like boss and it's just there in front of you you want to see the full thing because their animations were insane especially the code on one which is like red and it was just amazing so I needed to keep the camera moving around instead of just making sure the camera just goes forward because then you wouldn't one shot yeah yeah you wouldn't see the flip over the back that they do and then the epic poses at the end in and having the IceBridge shaman think the FRA near like wipe wipe out into black and then transition into the more spooky like part was I was like a last minute change actually having the camera white to black it was I think that that's the last minute change so what prompted that um how many just wipe before having you just wipe out to like the forest it didn't really feel too impactful and I remember watching a lot of trailers and seeing it just like epic moment epic moment epidemic black and then it goes to like calm or at least like some troubled moment so I try that it worked I just put it into one of their Wednesday critiques and no one really said anything about us I'm okay it works great yep no objections I know Jax is yep exactly I'm glad you brought that up Chelsea because you're in-game experience and okay this is a thing this is a thing that's cool that I can kind of run with and work into the trailer because I know this is what's going to read well yes comes crest and actually you've you reminded me that that was something that someone called out when we were looking at this internally in some meetings and how good that looked and that was something that got a lot of praise internally so nice yeah what was something else that you really liked working on in there I really liked going in and actually putting putting like bran and our commander Anja into a scene and actually like making it kind of from scratch like basically having custom shots in the trailer like when Bram walks into the keep to see a set of guild mates that was that we had to do mocap for that and also on just standing at the gate like him at the very end that was also we had mocap for so those were actually like just in the game they were shot in the game engine but like just putting that together and figuring out how to use the tools that we currently have for this project was like astonishing I loved it I loved the challenge that it had there are a lot of challenges and like we worked through it all and there was like just a lot of communication that I learned and so many people helped me and it worked out just great and it was also I think my first mocap session that I actually really liked I wasn't acting in I had a part I was like co-directing and it was it was really fun it was really really fun to her look that's awesome so you worked on the York John the cutscene in said game not the trailer correct well okay work I did help believe it oh yeah yeah yeah I did like nothing from you know helped with the bone Skinner shots yeah okay because I was already in the horror mindset so were you oh yeah I mean I just rolled off of finishing the ingame cinematic and I look at my team going I still need to do artwork please don't send me back into meeting prison and then you hear like the outlook ding and it's like constant meeting so yeah uh it was a I got to keep doing art so thank you for letting me you were so excited to work on the phone scanners oh yeah really yeah yep okay so what was the process of getting the bone Skinner shots like what what were you after uh the unknown I mean if we you see like this yeah I mean you know we work a lot with marketing and so we we do help you know coordinate that what goes in the trailer is is plussing whatever other campaign or media outlets that they're utilizing so the phones can already been shown in extra life but still if we could get the sense of like okay it was shown but do you know how it's going to interact with you right and we saw another shot of it in the strict mission but it was very much just in it it's at yeah and so this would be like the first time kind of seeing it in its environment in the forest and you know just giving hints of it as its walking away that was the first shot the second shot was developed later because like okay well we kind of need to pay off the bone scanner so then we are I developed the other shot of it like kind of turning to look at you and then jested the whole overlay of draw back speaking to make it seem like maybe is the bone Skinner speaking for you right now is that dramatic speaking through bone Skinner and so it's just that extra element of the unknown that makes it creepy yeah again terrifying in a good way oh yes that's turn the whole turning to look at you and like is this thing actually speaking to me you know what I'm just gonna go I would go to a meeting because I would rather go yeah yeah so do we have I do we have in progress shots from the trailer No okay this is like I know we have I know we have the lead up shots we need to make sure we get some mocap stuff from you next time yes but I would like if you can to talk a little bit about the process where you start for the trailers like yeah and how that run up goes just like walk us through a little bit chronologically you don't have to like spend the rest of your life doing it but kind of how that works so basically I start out there's a lot that I started out with but basically I started out with figuring out the tone and the mood of the overall trailer and then after that I kind of just started talking to Chelsea and Jason and Chris about where I wanted to go with it and then first I started getting together the tent music I'm getting the vo from Chris and putting that together to get the timing out and then after that I started I just put like the first and second like takes of the temp audio into premiere and then I just went in game and started like just capturing everything we had a strike mission on call where we were playing through the fur versions of the strike missions like all three of them and then I went in with that and I just put my put my character in there made them invisible and then just like when it's free camp mode and just shot everything smoothly the camera everywhere I'm just trying to feel how to use the free camera and then also how to just capture because I was also learning how to capture video game oh my gosh yes super impressed right now I had such a hard time controlling that camera huh like the first couple of times I'm very much not good at it so yes and then after that and it's a sympathetic thing because he knows your pain you were learning cameo at the same time yeah god yeah I know stop I just threw her in the deep end it had you really did I did I am you're a superhero so congrats thank you it was yeah it was I was thrown into the deep end however I did ask - you did - the deep end I gave yep yep oh okay I just kept swimming until I wear doggy paddle I'm impressed seriously that's a lot to take on at once it was like this was also my first project as well like being part of the ArenaNet team so it was it was a leap of faith and it ended very well yes it did congratulations because that is okay swimming while you're juggling and on fire and make it look good that's my management style god speed exactly how it was every time so I was like hey for feedback and then they liked you their feedback I'm like okay good good afterwards coolest yep add it to the list I feel like someone was here and they said something but I couldn't hear the roaring in my ears but overall it's like it can capture getting feedback on the tent music and timing then doing a spotting Shaffer Chris so he can start so he started with working with a composer and he could like pass along my thoughts on how everything was supposed to feel giving timing flushed out adding and taking out captures that didn't really flow well and then making sure that the features got the time that they deserved so the players knew like hey this is what we're offering this episode be hyped for it I am or I guess I was since the episodes out but and the main thing that I had in my mind throughout the whole entire process also while getting the feedback was to make sure that I was making a trailer that not only would hype me as a current and I'm like longtime players for the Guild Wars 2 but also what would hype my friends what would hype a company what would hype like my guild yeah my guild man so that was those one thing that really just like kept me straight and focused and like make sure to take all the feedback and then also make sure to think okay is this feedback doable in the time that I have to hit all my milestones and then who do I need to talk to in order to like get this trailer to where it needs to be because there was also a lot of communication with the other side the marketing team as well so I had way more meetings than I thought I would so it was like meeting Monday or I was in meetings oh yeah that's you think three to four hours of it at half of my day yeah sounds like Monday yep meeting Monday but it was it was totally worth it so yeah it was just after that just capturing like fine Paul fine tuning everything working with Chris a lot he helped me a lot figure out the tone in the final like how many part like there's a part a B and C for like the mood throughout the whole entire trailer and what I wanted to accomplish oh well congratulations on your first journey out there and today we will and it turned out really well thank you yeah so fun to make so I'm so glad that's fantastic so well good job tossing her in the deep end yes for it worked out extremely well well let's talk about the unbelievably creepy in-game cinematic can we watch the final version of that okay then we want to do the behind the scene I guess let's do the final start with the final version so we have context okay and then we'll go behind the scenes [Fraenir cinematic] at 1:26:44 I honestly hate saying this because it's such a garbage pun and I don't mean it but it's chilling because I know I hate it stop I don't want this any more than you do nobody likes this nobody likes that it really is so unbelievably terrifying Fred town shores voice like breaking through and the creepy unnatural movement of the frames jaw just combines to bring this creepy terror and you guys did such a good job I hate it this was a I don't want to say challenging cinematic but it was definitely one that wrangling in all the help that we get on a cinematic into this vision like I had to keep repeating what the vision was because it's not full-on horror at the end of it you want to walk away going maybe jour mag is right maybe this dead thing that was talking to me oh it's getting to me right and so that's not your traditional horror and so when we set out to this piece you know the pitch was like it is definitely a whore like the whole episode is horror but this moment it's not about a zombie coming after you it is about your psyche getting challenged or your values getting challenged in this moment now there's a lot of horrific elements I mean a dead man's talking to you yes but Irene wants this thing right Irene wants what you want and I want to help her yeah so getting a cinematic - really get into that psyche horror psychological horror there's a few things that I think we did for that so on one front we had the animation team help us because we need some extra animations to part so thanks to Chuck and caught and run all of them help and of course da he you know she was the cinematic animator on this and so you know Chuck between Chuck and caught they had some ideas cuz Chuck is all about horror he is just like like the whole Corey oh yeah okay and so he had an idea of how he wanted this shaman to move and we had a lot of back-and-forth discussions like well how is jour mag controlling this dead body you know is it going to be floating like like a puppet on a string and it's like no it still Connie's grounded okay but it's not a zombie it's not full-on zombie where you know it's like coming after you yeah your brains it's and so the idea that Chuck eventually distill down from all of that was okay jour meg is still struggling with this power a little bit and it's kind of like a spider that spiders don't have muscles or anything it's just they pump blood into their legs and that's how their legs move okay and so is that concept of like dramatics just pumping magic here and there to make the shaman move and so that's like you know the arms go limp but then sometimes it comes up and it straightened up or if the feet walk forward more of the body gets more loose and then at the very ends when you know the whole thing kind of straightens up and talks straight at the commander or the NPCs implied commander that your bag has final control of the body but it can't last very long and so then just drops at the end because it like put all this power into this shaman oh and Greg Greg helped animate this as well if the jaw he's you know the whole facial thing and so that was the body mechanics behind it and then the face was you know again that same concept like it's struggling to move the jaw because the magic is like coming in here they're in the camera so I'm going to talk a little about camera and we've got a video that shows kind of like some of the stages of going into this cinematic what I decided to do well I was inspired by a couple films out there am I allowed to share what the inspirations yes okay so there's a film called the lobster I don't it's it's it's a fantastically awkward fill and then there's another one from the same director I'm horrible names but it's called a killing of a sacred deer I mean that one will leave you feeling weirded out and it is true psychological horror and one of the techniques used in those films it's just a slow zoom in the whole time which has the sense of danger just slowly coming at you and you can't do anything about it okay where is like a physical movement in space with a dolly you know a lot of Spielberg movies will do that like just the physical movement makes you feel like you're in that space and you've got the freedom to move around so the cinematic starts with the camera freedom like that the camera is physically moving in space until the shaman wakes up and your mags and control the scene every time we're shooting the shaman it's that slow zoom in like a glacier just slowly coming at you here you can't can't do anything about it and then when we cut back to the NPCs it's the shamans always in the shot because he's in control and it's frozen in place like ice and so that was kind of the camera language I built into the scene oh wow and you know during the process of the cinematic it so many times there's feedback of like wool it doesn't really feel like horror well okay let me add this horror thing oh let me do this horror thing let me do this horror thing and I kept having to pull it back like no it's not it's not physical necessarily what it is right it's not physical or it's psychological horror and so you have to kind of warm it up a little bit and on that note I want to talk about music I started with an eerie kind of tent music piece and it that was one of those elements where it just wasn't working for the scene because it's going too far in a horror direction Chris comes along and is like well maybe well context I'm gonna give is that it the creepy music was working at one point at the very beginning of the cinematic when it was like all grey box and like the shaman was just like a naked gray dude yeah and it was and he he looked very human so having the music convey that something was wrong was working for the scene but as soon as the skin came in and the the normal-looking human looked like this really messed up zombie now all of a sudden the music and the visuals were kind of like plussing to a degree that was it was like gloves just wasn't working anymore the visuals were already telling us something's wrong so the music telling us something wrong was kind of redundant and one of my favorite exercises and this is from George Clinton who's a film composer who I studied with a little bit and college he was saying that if he's ever stuck on the music for a scene he can't figure out what's working he just likes to put something ridiculous to picture that absolutely won't work but it sometimes sparks an idea and like for me that's always like like Latin Mambo but in this case I was listening to some other stuff and it was music that kind of had this what would the right word be like sweetness or a warmth yeah it basically it basically I think was from the lens that jour mag is right like jour mag is good and the music should be kind of like this embrace which is kind of why it started to feel I went and played it for Chelsea and I was like is this working you're like yeah this is working because again we're seeing the horror all the NPC's are like what's happening but the music was going like hey everything's okay everything's cool and what was really interesting about that too for me was we have a producer Wendy to Spain who was kind of like our I feel like our temperature on this where when the visuals got horrific and the music was horrific she said hey for what it's worth it's from it's horrific but I'm not getting that really uncomfortable feeling like why is this a zombie making sense and that was kind of our our gauge at a week-to-week when we'd get music back as saying like Wendy does it feel uncomfortable again and finally we got the music to a place where where she said yes this is working and before we had before we had decided to do the sweet music it was really interesting because Chelsea was getting a ton of notes on like camera animation all these things and I went to Chelsea and Wendy and said I got it like the music can solve this problem it's not about what's happening visually it's about in the case of the scene what the music is at that time was not doing for the scene does that answer the question it does and it was a very over hill and valley to get there but yeah just there's two elements to any film or game cinematic that manipulates the audience emotions in the scene and that's the camera and music because both in real life don't always exist I mean sure we've got cameras in front of us yes but generally like in a room let's say you're just like yeah talking to a person okay how you're acting or how you're animating right it's just who you are who your character is like what's in the background that's just there what effects are would be in that room but a camera is it right and so that's the one element that helps manipulate the audience emotions around what they should be focusing on what they should be feeling and the music so I think you know the scene itself I mean like it it's creepy with the whole like you know dead spider kind of thing yeah that's the right way for what I meant yeah the cameras locking you in place essentially and slowly moving you towards this idea and the music's telling you everything is fine it's a great idea yeah I think one of the other things that was really difficult about this is that cinematics are I think one of the most iterated iterated upon and contained and reviewed products that we make at the studio so every week a couple times a week we're putting this in front of people and saying is it working basically and we're getting feedback and for the audio we had made a couple decisions that we were kind of waiting towards the end on just because of how busy we were where the music was gonna do this sweetness thing which was taking a lot of iteration to get it right and we're in the last episode we had this really detail-oriented sound effect past this one we said well let's go really soft and warm an abstract and have as few sound effects as possible to help it read because it is this really weird space let's not be overly detailed and it's almost like we want to hypnotize the listener and if having too much sound is gonna break that spell we don't want to do it and so I think that's always scary for me when you're putting lesson and just having faith on the picture and the story and all of the things together to sell it because my first instinct is always to go like well let's put a sound on everything and that's not always right so when we made that decision that was like that was scary for me every week to go in there and be like is this gonna work excuse me so yeah alright well do you want to look at the work-in-progress stuff and kind of talk about how that progressed sure watching we do the pet one first okay I run sound we're on sound okay okay should I explain it first so you know everybody loves uh everybody loves cuddly pets so yes yeah and so two things so this was just a funny accident where Chelsea gave us a recording to one of her cats on a visit to the vet that was losing their mind a little bit that cat was so angry and I anytime she goes in the car that's what she sounds clothed but mine are like that yeah yeah and so we took that and put it in a synthesizer and it just sounds like well you'll hear it but for me it's kind of like cat prison in space like it's really messed up and I and we were laughing so hard when we heard it so so we we put that into the scene and you'll see where we put it and then the other one was when they did the great facial animation of the zombie clacking their teeth I was like I gotta hear that teeth clack and then I'd sit there with a microphone and kind of like and I'm like I'm not doing this to my teeth and a good friend of mine Juan Uribe who's a sound designer over at Bungie we hang out and they and him and his wife have this adorable dog Jasper who does not bark but when he wants attention whenever I go over there and he wants me to sit down on the couch so I'll pet him he just clacks and I called him I said man I got the scene I'm not gonna do this to my teeth can you please save me and like send me a few snippets of Jasper clacking his teeth and he was like oh of course so you'll see you'll see unfortunately just pictures of the animals I don't have videos of them and then where we used it in the scene but it was very fun to leverage fuzzy friends that we love so much and their anger their anger add Ghanaians or healthcare [Music] I think you would make it less creepy it's ten times more adorable but somehow equally creepy yeah yeah that was where I had fun on this one so is your cat okay oh yeah okay that's a standard vet visits but angry about health care oh yeah in the car yeah yes and the car I had to drive with them for 14 hours so when I moved from the previous state I was to here start any backup at ArenaNet 14-hour Drive that constantly every second we did that we should share stories sometime because that was my experience 23 hundred mile drive yeah we got Kitty valium from the vet it did nothing I should have taken it yeah yeah it did it helped not at all it was just two days of complaining and anger and at one point they knocked over the water box in their carrier just honest me I so I had a stay the night at a hotel like you know this journey she found her way in the boxspring of the bed her student - we thought we lost her yeah she's gone where is she and then I can look to everybody Frank hold open the mattress and I'm starting to hear this like little Pauling in the Box be like how did you get in there I I don't yeah yeah she chewed a hole in the underside of the box spring it was the whole thing okay yes do not travel well yeah it was not great it was it was awful yeah worth it cuz we're here now yes so yeh but yeah and you know your cat's in the game yes she's happier than when she was in the car that's true that was that was fantastic we were talking to Joseph in the last segment about just the incredibly random places that you find the perfect sound mm-hmm and Jesper clacking his teeth well it's just like for me it's like there's like a sympathetic pain I feel when I hear that sound associated with the visual of a human doing that and so I was like when I played it for a few people and they were like oh god I was like perfect Joseph started like flicking his fingernail mestizos it get out yeah yeah that worked out extremely well oh yeah all right so what else do you want to go over behind the scenes thing yeah let's do the behind-the-scenes thing all right so I have a video of I know we've talked about this before and Gil chat by put together video just kind of like all the stages of the cinematic and it's yeah we can okay let's take a look yeah [Applause] with the respect you deserve speak face-to-face voice the air is thick with change I feel it even as I dream beneath the ice Joe Mack you fear me as you feared crowd the tour that was naturally but harder fires ice protects [Music] all this pain only wants to end it and I can help I want to help terrible things lurk just beyond the horizon but you can bring eternal peace to our world in time and when you do I will be waiting so good you got okay so that's the process yeah it's that show yeah it takes like two minutes no no no sorry that's just a cruel joke we were watching a movie O'Day and they had this advertisement for like a new laptop that can do all this like 3d stuff and they made it look like I said I'm sorry it's a joke that like hurts so yes that's a whole four month long process right there and yeah the storyboards yeah because you need to make sure are we on the right path yeah before you really dive into doing a lot of work for it saw the mocap acting raw mocap did you get into the layout stage and then there's just like a lot of iteration on there and especially we switch to the engine that can be rough sometimes we've got some really good tools we've got a wonderful tech art team that makes our lives easier it's still a game engine so when you go from like MotionBuilder or maya into the Guild Wars 2 engine there's always going to be some cleanup and then double checking that back with the animation team and of course the animators are iterating this whole time yeah and then give cameras and audio comes in and the final lighting and it just all kind of comes together but the the biggest I think challenge for a cinematic artist is you know you are being that film director for that piece and it's keeping the vision the whole time through those four months for for those yeah through those four months with different talent coming on board to help out with the scene here there and each one will have you know inputs that is good input yeah it's just making sure it's all line to a single vision yeah that much time that many different brains that much iteration yeah and things are changing with in-game develop within the development of the game itself as well so there's a there's a lot to make a line so good work because I know it is very very difficult and paring it down to a one or two minute video right is is a lot to do yeah so well it was it turned out really really well and that creepy factor balancing with that nice music and everything is fine this is a good idea you watch us to have that you do yes this would be good for you yeah Irene wants it yeah I just want to help Irene yeah yeah this is it lent itself all of the cinematics lend itself to that tone of the episode really really well so you have a little Easter Egg yeah a little bit when we were putting in its Fred right sorry I'm terrible with names the voice actor for sure yeah when we were deciding what words to put in there kind of has a creepy message to it if you can pull out of there or like pull out like the words he is saying on top of your mags speech to you so Ford I just I guess I'll just because I love you can no no I want to know your on so I think so there's a line of like I want but if you don't want to know you turn now okay there's a delight that I don't know if it's possible to pull it out you have to really listen to it but dramatic saying I want to help her so something like you know Irene wants this to and I want to help her and Fred says something just I want her I want to help her just I want her fine well I'm blanking I'm like as soon as oh my god I could have this thing I'm blinking in love lines but there's something also where like I can end it like end all the war in pain and Irene wants to end it too and again it's just drop out to Fred saying end it just end it okay that's terrifying yeah but a really cool detail yeah yeah so if you can hear when Fred's coming in it's it's um it's kind of a counter message to what drawer Mac's telling you okay that's fantastic and I love that little detail yeah so on that note we should probably end it - yes wow I can't remem the lines anymore I worked on it for four months so yeah it's just burned into your brain now forever yeah so well thank you all for your time I appreciate it thank you so much for joining us this time thank you can we bring you back again yes so and thank you all for spending time with us and we will see you on the next skilled chat have a great weekend [Music] you [Music] you [Music] you