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C-C-C-COMBOOOOO! Combos are fun, which is why we have them in Sunset Overdrive. Today, learn how the Combo COunter is going to be your best friend. Also, prepare to break the news to your best friend that you have a new, virtual best friend. That’s going to be rough. And, finally – we say BAD WORDS! Because we are edgy. Enjoy!

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Greetings all! If you missed last week’s stream and have been a fan of Alex’s music so far, you should definitely check it out as it’s another in-depth music composition stream. We’re still waiting on that possum name, so you’ll have to be patient a little longer! During the stream, Alex mentioned he’d write up a little more in-depth about how to do clean looping in a song, so here it is:

Okay! When I normally render out looping music, I use Logic Pro’s realtime bounce and select “Bounce 2nd Cycle Pass”. This usually works really well for me but sometimes, it does not. In that case, this is how I usually make perfectly looping music. When you bounce the audio for the song, make sure it loops three times in a row. Take the audio file and make sure whatever program you’re in is working in the same tempo. Then chop the audio files so you have the three loops separate. Make crossfades between loop 1 and 2, and loop 2 and 3.

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These can be two or four beats long, and should usually be an equal gain crossfade. Make sure the crossfades cross the edits in between loops equally, and that both crossfades start and end at identical points in the song.

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Then select loop 2 (the one one in the middle) and bounce it out! You should have a loop that has no clicks or pops.

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Tomorrow’s stream is going to be about art and color, as we’ll be showing a process for color correcting all the game elements in such a way that the most important entities on screen read first. It’s a late-project sort of process that should be interesting to the artistically curious among you.

In general, things have been flying along as art and music and sound start wrapping up. I am neck-deep in bug fixing and making sure all incoming assets get hooked up properly, and it’s been a very busy time. We’re now putting in things like cleaned up tutorial speaker icons:

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Or cleaning up the “break” animations on the various trees in all the areas.

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And adding extra decorative elements to the areas that aren’t interactable but provide some background visuals to spice things up.

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Since things are very busy on the bug-fixing end, I’m getting some much-appreciated extra help from fellow Insomniac designer, Liz England, who will be assisting with balancing the game. Perhaps in the future we’ll do a stream all about designer balance spreadsheets! :D

-Lisa

bridge

I spend so much time talking about how to get a job – but never about how to leave a job. Sometimes that says just as much about you as a person as your tenure with a company. If you have been in the games industry for any amount of time – you either fortunately or unfortunately have had to leave a job, a company or a project. Sometimes it’s for greener pastures, and the move was instigated by you, but sadly sometimes you might be laid off, or even terminated for whatever reason (not getting into that in this post). Leaving a job is never an easy thing to do. There is always going to be some fall out- leaving close friends who started out as co-workers, leaving a project that you loved or even hated, and leaving what you know to go to something that is unknown. Perhaps there is relocation involved so a new city is coming into play, or maybe it’s just time to try something new – will you be successful? All of these can factor into some stress and anxiety at the job. I’m here to share an adage that my first “real” boss shared with me. She said to me, “Angela – people remember how you leave a company, not how you came into a company.” Huh? Whaaaaattt? That always struck me as an interesting thought. How can people not remember how you came into a company? I thought first impressions mattered most.

Here’s where that thought proves wrong. People always remember how you left things. Did you leave things undone? Did you dump a ton of incomplete work on your co-workers? Did you start to speak really poorly of your boss/co-workers/company? Are you the person who used to come in and work and get things done, and now you are more concerned with getting your iTunes library off of your computer, even though you still have two weeks before your actual leaving date? Are you being a punk? Do you now look at your co-workers, who up until two days ago were really talented people, but now are bottom feeders at that crap company that you used to work for? Not cool! So not cool.

Another way to sour your last adieu is the ever popular “goodbye email.” I’ve read many of these in the 15-plus years I’ve worked in HR. Some are funny, some are sad, and other just make the writer look like a tool. My absolute personal favorite, and they don’t happen that often, but when they do – oh man – they are good, are the goodbyes that casually refer to “some people,” or “you know who you are” What? My advice is to keep it short, keep it sweet, and if you have to give a shout out to someone- do it in person. Go up to them and thank them in person with a handshake. It’s more meaningful, and it also means that you care enough to make sure you told that person to their face that you were appreciative of their support, honesty, whatever it is. Thank you should mean something.

In sports they always talk about finishing strong. That is how you want to leave company – on the best terms possible. Be gracious, be kind, be the best version of yourself. I’ll say it again- we all work in a VERY small industry. Everyone knows everyone. People have long memories. It would be a bummer if the you getting hired in five years misses out on a great job, because the you that you are today is a punk when leaving a job. The last two weeks – because you have given proper notice- (another “DO” on everyone’s list) should be when you tie up loose ends, complete those lingering tasks, and complete what you were supposed to get done- to the best of your ability. It’s about building bridges for the future, not burning them, keeping connections going, not shutting them down, and by all means leaving a door open, as you just never know where the road will take you, or your previous co-workers.

Until next time…

Just when you thought Sunset Overdrive couldn’t possibly have more ways to customize your character – we throw the Overdrive System at you. We are a bunch of jerks. But, jerks who will let you know what this mysterious system is. Also, we reveal the winners of out Costume Design contest and reveal the MEANING OF LIFE! Busy episode!

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Be sure to send your questions or comments to sunsettv@insomniacgames.com to join in on the fun!

Hey Outernauts! 

Stephanie here, letting you know some VERY exciting news!

We have a new update that is available for you to download RIGHT NOW on your iPhone or iPad!

This update contains our new Arena PVP Tournaments!

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New MULTIPLE Global Chat Rooms!

Plus a bunch of other new features! Wanna know what else it contains? Read the list below and I look forward to seeing you out and about in the Galaxy!

What’s New in Version 1.2.4

  • Trials
  • Fuel Efficiency Tech Added
  • Daily Gift from Outernauts HQ
  • Improved Announcements
  • Mod Support & Player Titles
  • Special Events
  • Crystals can be sold
  • Mute option added to global chat
  • Prismatic crystals added
  • Performance Improvements
  • Added minor UI improvements

 

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A note from Carrie, Insomniac’s Chief People Officer.

Little did I know when I came to Insomniac Games 11 years ago that I was joining such an incredible company. Sure, I was amazed by Ted on my first meeting (just like everyone) but I really had no idea in September of 2003 how truly special Insomniac was, is, and will always be. What I instantly realized was that from day one, Ted, Al and Brian created a studio with a culture of inclusion, creativity, collaboration and FUN. I don’t think this was done with much thought toward “what is our culture” but is rather a reflection of these amazing individuals and their passion for making games. As we’ve grown and the industry has evolved, we’ve never deviated from the most important aspect of who we are – Insomniacs! To know us is to know that our heart and soul is a tremendously talented and vocal team that creates amazing games for our fans. I’d be bold-faced lying if I didn’t say that we have our challenges and that some problems are easier to fix than others. We still have a long way to go but, no matter what needs to be addressed, the foundation of our studio is solid and if you ask anyone here, they’ll tell you that we’re part of a unique place that cannot be duplicated.

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Being recognized on Fortune’s 2014 Best Small & Medium Workplaces list marks our 15th award in nine years and, yes, I’m bragging right now. How many companies, especially in our industry, can wear that badge? Even more important, these awards are the direct result of survey feedback received anonymously from Insomniacs. There is no buying your way onto a list like this and if we weren’t doing an amazing job focusing on our employees we wouldn’t be recognized year after year. Here’s a little-known fact, the only two years we didn’t make the list is because we chose not to apply so we could just focus on the feedback we’d received and wanted to address employee concerns. Hindsight being what it is, I realize we short changed everyone by not applying and not soliciting feedback because everyone here takes great pride in this accomplishment. Even during times where we’ve had our biggest growing pains – new tech, new IP, new publishing relationships, new consoles — I’ve wondered if we’re really doing all we can to create a culture that can withstand and evolve change. But our employees have said that we’re doing almost everything right and when we’re not, we admit it!

Insomniac Games turned 20 earlier this year and I can honestly tell you that I hope I’m here when we celebrate our 40th!

Hey everyone!

I want to catch up on a couple things we went over in last week’s dev stream. We spent the stream gathering name suggestions on the possum and going over story scene setup. Here were the team’s favorite Possum names, and we’ll hopefully have one picked and cleared in the next couple of weeks!

  1. Spike
  2. Shiloh
  3. Shakes
  4. Otis
  5. Eggland

This Friday’s stream is going to be another music one with Alex, by the way, so if you’re musically inclined then prepare yourselves!

So on the stream we were talking about how the story scenes had a camera that panned over each panel. We made some revisions this week based on some feedback, and now the panning is much snappier, with each panel dropping in on the player’s action. It lets the player control the pace of how they look through the story, and the drop-ins felt more fitting with the paper post-it style.

In other news, here’s some of Denae’s animation work on Esteban

To finish off, our last Pixelated Rorshach Test had a bunch of fun interpretations!

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@Deity_Falkor   A warrior lifting a dead snake with its sword.

@GDNerd   sausage grinder

@JayHooft  some sort of robot helping his friend robot from a table that’s fell on them

@AverageFranklin  A man kneeling down, holding a weird blunt weapon behind him.

@Mr_Moobs  a man lifting weights

@AntStiller  Part of the dungeon map from B2 Keep on the Borderlands

@DanielLake3  A mole wearing a yarmulke

@lcareccia  Long-eared dog sitting at a desk with lots of Ikea furniture in the background.

@zuca_piiau  A Charmander getting out of a mirror and a guy getting of a bed pulling is tong

@ScoJoHarr  a computer desk.

@IlagaEduardo  A man on his bed trying to force a monster back into his TV

‏@superbus  A battle – to the death – between a construction worker and an 80s-era school projector

@gunpeiyokoifan  Guy lifting weights, or construction guy with shovel.

@Teddypimm  A top down view of some circuitry.

@crowsmack  This is exactly what I see! Can’t un-see:) pic.twitter.com/Nbe0OhuTK2

@CalamityJive A floorplan with an inaccessible room toward the northwest.

@kralitabow   birdo with a sleeping cap on, sitting in bed.

@MKuhlberg   mother and child eating

@Phastin  I got Admiral Akbar slurping spaghetti and winking at the camera.

@Seamus_Donohue  A tree that uprooted and fell over.

@MYNAMEISNOTJJ   a mailbox driving a steamroller

Fun fact: That Rorshach test is the level mask from the level I built on stream a couple of months ago. Wow, has it really been that long?? Time flies! Follow @SlowDownBull on Twitter for more!

*Update*: You can now watch the trailer here!

Hey everyone,

Marcus Smith, the creative director of Sunset Overdrive here! We’ve been working hard to put the explosive final touches on our live action trailer. This has been a huge shoot for us, involving taking over the backlot and turning it into a real-life version of colorful Sunset City.

To give you a sneak peek of the trailer, we wanted to share some photos from the set. You can see how amazing it looks. We’re totally going to put that Sexburger sign in the office when we’re done.

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The props are perfect too, including the dozens of innocent teddy bears eagerly waiting their turn to be launched into dynamite-propelled heaven. And wouldn’t you know it, Fizzie demanded screen time too. Talk about an inflated ego.

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The live-action trailer will be out soon! So keep an eye on Insomniac Games and Sunset Overdrive on Twitter for the exact moment we unleash it on the world!

Marcus

THIS WEEK’S SUNSET TV, WE PONDER THE ETERNAL QUESTION: WHERE’S BRANDON!? And answer it with HE’LL BE BACK NEXT WEEK SO CALM YOURSELF, INTERNET! ESPECIALLY smart and redheaded host Stephanie will walk you through some of the dev teams favorite weapon/amp combos as well as answer some player questions, avoid accidental magic tricks, and highlight some of the coolest fan art we’ve seen get sent to the studio.

SUBSCRIBE! for weekly shows: http://bit.ly/SOYouTube

Follow us on Instagram for more Sunset TV and all things Insomniac.

Be sure to send your questions or comments to sunsettv@insomniacgames.com to join in on the fun!

Greetings all!

For those of you who need to catch up on our developer streams, here are the archives of the most recent two:

  • Design Stream where I tune the bullcatcher failure state and playtest with various Insomniacs.
  • Art Stream where Denae animates the matador.

We also took name suggestions for the cat last week. Here are the team’s favorites which are currently being checked out:

  1. Mango
  2. Lily
  3. Kazzi
  4. Fifi
  5. Terri
  6. Priya

Right now things are very busy on the project as new art, animations, music and sound is coming in from Dave, Denae, and Alex. I’m scrambling to get all the new assets in, hooked up and tested while at the same time fixing bugs and balancing the game.

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Bug-fixing can sometimes be frustrating, especially when it comes to UI. Putting in UI is an often underestimated workload, and since it relies on you having the whole flow of your game fleshed out it often becomes an end-of-project task. Last week we were fighting with a bug where elements on the end of level screen and map screen would spontaneously change depths. UI elements (like buttons, menu panels, etc) have a depth value that tells it whether to draw in front of or behind other elements, and even though everything looked correct in the editor, when you returned to the map screen after completing a level, this would sometimes happen:

When I tried to mess with the depths at runtime, it would just swap out which piece was broken. Debugging UI can be really difficult, but in fixing a lot of depth arrangements, updating NGUI, then fixing all the things that broke from updating NGUI, I think we finally nailed this bug!

I doubt we’ve seen the last of UI bugs, though… See you on Friday in the stream where we’ll need YOU to help us suggest names for the Possum, as well as more design or maybe some music with Alex!

-Lisa