Goodbye Volcano High - "The Future of Gaming", The Parody Game of the Beloved Snoot Game Franchise

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I'm still baffled that of all freaking places /v/ took a liking to this disaster of a game, you think it being a combination of things they hate (furries, LGBTBBQWTFXYZ) would cause the opposite reaction and yet here we here are.
It's modern /v/ half of them are furries/fags. it's sad that modern /v/ can do more with game development than a "next gen" studio.
 
IIRC one litanon basically fixed the entire script so we got actual characters instead of gay>tradwife memegame
from what I remember that's a myth that's spread because their new ESL programmer misinterpreted an event that happened early on in development and added some gay thank you to the game that didn't represent reality. I think the message that was added is gone now, but I could be wrong about that.
 
Another newsletter from a month ago:
Storyboards! They're fundamental to a dino narrative, baby (A)
Marty
Editor in Chief of the Yearbook
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Storyboard by Loise

What is it about storyboards?!

How do they convey and express so much emotional depth with such minimal line work? Back in my Emily Carr days I used to love watching artists use their storyboards to prepare themselves for the long animating journey ahead of them. The idea of a dedicated storyboard team (a whole-ass TEAM!?) was beyond my comprehension at the time; to be honest I'm still a bit fuzzy on how this whole script → storyboard → animation pipeline even works. So I figured who better to ask than our lead storyboard artist, Al (they/them) and their team, E. (she/her), and Fin (they/them)? Note: we also use work in this newsletter from former board artist Loise (she/her), who is no longer on the team but forever beloved 😘

Marty: Ok my first question is for Al. Could you give me a rundown of the step-by-step when it comes to boards? What's the process like! How do you delegate etc?

Al: Oh man, our boards process on this game is a little unusual because the format is really new to all of us. In GVH, it isn’t just cutscenes that are animated, and the narrative progression isn’t linear. It took our team quite a bit of iterating and adjusting to find a process that worked.

At present, it starts with scripts, which are processed by a tool created by our programmers (Marty note: if you're interested in this tool, see our previous newsletter on automation!) which visually separates the script into a flow chart, highlighting important information like which knots connect to which knots (Marty note: what's a knot? Check this out!). That version of the script is then brought into a drawing program and thumbnailed over. Typically, I’m responsible for this step, during which every single shot is planned (every cut, camera move, background choice, character framing, and key acting decision) – every once in a while, one of our revisionists might tackle a scene straight from thumbs with only kick-off notes though!
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Thumbs by Al

From there, our board revisionists take these thumbnails and do a rough paneled-out pass in Photoshop – oh yeah, we are usually boarding in Photoshop. LOL. Being able to flip through panels helps you get a feel for the moment-to-moment flow of a scene, and you notice a lot of different things at this stage that you might not have during the thumbnailing process. This is also where things really come to life. Each artist adds their own touch to the specificity of expressions and acting flourishes.
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Thumb/Final by Fin

After the rough pass, we’ll do a review together to make any necessary changes before cleaning up the drawings. There are usually a couple more reviews even after clean-up to really make sure things are looking right before we lock the boards and pass them off to our production manager, who’s responsible for converting them into a usable format for the rest of our production teams.
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Rough/Storyboard by Fin
Marty: How does your team work together? How do you assign the scenes? Do you assign scenes based on a different artist's interests/strengths? Or is it a bit more "team huddle: you get scene 1, you get scene 2, you get scene 3, break!"


Al: Scenes are assigned by me, and I definitely try to keep in mind an artist’s strengths when assigning them! Our work is often very fast-paced and board-to-board though, so it can sometimes come down to it just being that whoever finishes first will take the next section. Still, I also try to keep in mind what artists have expressed an interest in trying out or have enjoyed boarding as well. Keeping things interesting and challenging so that people feel like they’re really growing and having fun with their work is really important to me.

Marty: Sidetracking for a second here to ask Al's team: what do you find the most exciting to board?

Fin: Acting acting acting!!! There’s nothing I love more than chewing on a really character-focused scene. Naser and Fang scenes are really fun to work on — there’s so much room for tense, dramatic conversation between them, and there’s also room for really funny sibling antics, and a lot of the time they manage to hit both of those tones in the same scene. I really struggle with backgrounds and like, navigating 3D space in general, so while I get to learn so much with every scene that’s heavier on action, it’s nice every once in a while to sit some characters down and have them talk at one another!
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Storyboards by Fin

E: I love boarding Naomi the most... she ended up emoting in a way that grew organically. Also I WOULD DIE FOR HER. (Marty note: big time agree on that!)
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Storyboards by E.
Marty: Do you ever board something too intricately and have to adjust based on production needs? Or vice versa, like: it gets boarded too "simply" and more shots are needed to make the story clear?


Al: We can have a bit of both, depending on the scene! We’re trying to work as quickly as possible, but sometimes you’re just really enjoying drawing something and you end up spending more time on it – but, unfortunately, we gotta keep it moving. Other times, we’ll notice that some actions or backgrounds aren’t reading clearly enough and need to go back to add more panels or details. Readability is key for our work.
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Storyboard by Al
Marty: How long does boarding a scene usually take? How many rounds of revision do you do?!


Al: This is highly dependent on how complicated and how long a scene is, but a typical scene will take us about a week or so – all revisions included! The number of rounds of revisions is also highly situation-dependent – sometimes we hit it out of the park on the first try! If not, we still try to keep the number low and catch things quickly so we don’t typically do more than a couple of rounds. Occasionally, our animation or backgrounds team will flag something for us too and we’ll go back to make some revisions here and there based on those notes. Our teams work pretty closely together, so we often collaborate on problem-solving.
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Storyboard by E.
Marty: What are your professional backgrounds when it comes to storyboarding!


Al: I’ve worked as both a revisionist and board artist on several productions, but this is definitely my first time leading a team and liaising between teams. It’s been a learning curve and kind of intimidating, but it’s been an incredibly rewarding experience getting to work with such talented, hard-working, and kind teammates! I’ve learned so much from it!

E: This is actually my first shot at storyboarding professionally! I've learned a little bit from classes and watching my friends in the animation industry, but I'm largely green when it comes to this. I'm learning a lot on the fly from Al!

Fin: Honestly, this is my first time professionally boarding! Before GVH I had been animating on 2D TV shows for several years. Working with the rest of the story team has been such a fun and valuable experience — every day I feel so lucky to work with a team that’s both willing to let me jump right in and try things, and also super patient with all my rookie mistakes. <3

Marty: Do you ever reference a boarding style? Slash do you have a favourite storyboard artist/art book you reference ever?

Al: Yesssss, always! I look at films, TV shows, games, and even music videos that I’ve loved that are tonally in line with something we’re trying to accomplish in our story all the time. I tend to keep my inspirations pretty diverse, but I’ve learned so much about motivating a camera from watching Mr. Robot and Jiang Ziya recently. I’ve also been playing a lot of Genshin Impact, but I don’t know if any of that has come through or anything. Haha. Maybe in watching how their team creatively works around production constraints!
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Screenshot from Jiang Ziya (Courtesy of Well Go USA)

E: Since I'm still new to storyboarding, I don't really have a list of influential board artists. But because GVH has a limited animation style, I've been inspired by 90s anime productions that have a lot of effective editing or directing tricks as a way of cutting corners. Hideaki Anno's works (Kare Kano, Evangelion), Serial Experiments Lain, and Revolutionary Girl Utena are big examples.
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Screenshot from Kare Kano

Fin: I often reference Jesse Hamm’s compilations of tips on comic panel composition and visual shorthand, especially for thumbnails!!! I also like to look at old Adventure Time storyboards for inspiration and reference on how to keep drawings loose and legible. Anime is also really helpful reference for how to make the most out of limited animation – I especially love Studio SHAFT’s creative ways of navigating super limited budgets & time crunches.
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Storyboard from Adventure Time by Laura Knetzger
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So there you have it! Storyboards! There's something about 'em! I just love 'em. And I just love our team. But you already knew that.

You might notice this newsletter is in your inboxes way later than these usually are (we've often tried to stick to one a month or so). Well as you may remember from our last newsletter, I went on sick leave recently, and when I got back, I proceeded to get COVID. Lucky me! So that's why this newsletter coming to your inbox after a bit more of a gap than usual. And you know what? The next one might not be for a bit either, but you can check out our TikTok where we're out here constantly making fun lil vids! But lo, what's that in the distance?
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This month's special download for you is a SPRING-inspired Wallpaper! I hope you all get to go stand on a roof and soak in some sun. 🌼

Marcela
 
Probably already said to death ITT, but seeing a title that was announced and primed to be part of the PS5 line up, fumble and tumble so hard due to their own autism, a kotaku article detailing their writer's experiences with NSFW HP SFM animations, and then it was showed up by a group of scalie-fags on 4chan who made their game before them and now are outright making a spiritual sequel now, is something absolutely beautiful

I kinda feel bad for the 3 remaining tards who are too cucked to play snoot game, they are missing out lmfao
 
Rate me Late but for real?

Yes.
 

Yes.
>Olivia
I'm already invested.
 

Yes.
I guess they couldn't put Snoot Game on Steam after all? Pity.
 

Yes.
>hug that gator
>probably means I won't be able to hug the long neck

The universe conspires against me.
 
They cucked themselves from the start, what with the "WE'RE SUPER GAY GUIZ!" and not revealing shit about the actual story, not to mention being RoosterTeeth-level fags about political shit. The former is a surefire way to turn away even the people who would actually play the game, and the latter is basically screaming that they're corporate fags who can't not virtue signal at every possible opportunity.
 
Looking at the shreds of dialogue and commentary I'm just wondering why everyone speaks like a fucking alien new to Earth. Why would you give a shit about a character like the canon Trish who says "Dude, I'm gonna be the spider queen?" The cringy milennial-meme dialogue is hilariously ironic considering that the "loner no-life losers" on 4chan were able to create actually funny, unique, and introspective natural speech in Snoot Game. BTW, just played. It's really good. Usually dislike visual novels but Katawa Shoujo and this are surprisingly really nice.
 
Looking at the shreds of dialogue and commentary I'm just wondering why everyone speaks like a fucking alien new to Earth. Why would you give a shit about a character like the canon Trish who says "Dude, I'm gonna be the spider queen?"
I know it's probably not, but that *really* feels like it's supposed to be a Battleborn reference, and the fact that my beloved corpse of a game might be tied in with this extreme faggotry is mildly upsetting.
 
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