♫ Music ♫
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Making a Vsauce3 Video - Duration: 9:03.Hey your script!
Thank you sir, don't know if we will need it because we are actually going to use prompter
for this since it is on sticks but thank you still.
Hannah do you think that you could move that keylight back by a foot.
Yup, that is perfect thank you Hannah.
Ok, let's roll on camera.
Vsauce, I'm Jake and how do you make a Vsauce3 video?
Well, you first need a question.
For me, that usually comes from a video game, book, or movie.
In the case of my last video "Could You Be a Parasite?" it came from one of my favorite
movies, The Thing.
If you haven't seen that episode I would highly recommend watching it, there'll be
a link in the description, because that is the episode we will be focusing on today.
In order to create I need a problem to solve, what is it that I'm trying to answer and
how can I answer it in a way that is unique to me, is different?
But that doesn't mean the "idea" needs to be wholly original, I mean, everything
is an interpretation or retelling of something that has come before, consciously or not.
It's the presentation and, in the case of a Vsauce3 video, it's the way the story
is presented in particular, the journey you go on to find answers or uncover new questions.
You need to find that topic that burrows into your mind, nagging you to find out more, to
answer it.
(walks off frame into real world)
This video has one purpose to show you what goes into making a Vsauce video.
On Twitter I asked if you'd be interested in a video about actually making a video,
a kind of behind the scenes look, and a resounding amount of you said yes.
And I've already discussed the process of not making a video in my video about not making
a video, the weeks or months that go into reading and researching and the days that
go into condensing the information into a narrative script so we will pick up there.
Once we have the script...what happens?
Well, for me, I need music.
When that beat kicks in it motivates everything.
It sets the tone to let you know how to feel, it can enhance your expectations, and then
you use the camera and the script to emphasize that.
This frame is a canvas.
Everything in it: my voice, my movements, the camera's, the music, the script all
exist in this tiny rectangular world.
Nothing outside of it matters, forget about it and focus on what I show you, what I tell
you.
I write with music in mind so that the script and soundtrack feel like they were made to
be together.
I always create a playlist before I film anything...I've already made the movie in my head.
Now that you have your music and your script, the fun begins.
You decide how you use the camera to capture the narrative you want to tell.
For example, Jake says, "It's transient.
To continue it's life cycle it has to find
a new home."
The camera pans to reveal the house.
The Music comes up.
Jake walks into frame and towards the cabin.
We hear his voice from the next shot.
But then there are parasites that are more insidious.
Now everything is captured.
We have all of these individual pieces that need to be put together.
Side note: When I write, I've already found all the assets I want to include: archival
footage, stock footage, etc.
It isn't an afterthought, everything you show on screen has to have purpose.
Again, it has to be motivated.
See, this clip has no reason to be here...it detracts from the story.
Then comes my favorite part.
The lie.
Where, if we did our job well, you don't even notice that we were lying to you.
And for that we need the best liar on the planet, our cinematographer and VFX wizard,
Eric Langlay.
If you're interested in learning how to do those kind of visual effects, rotoscoping
and masking, there are lots of tutorials online but one of my favorites is VFX Rotoscoping
101 on Skillshare.com who we use a bunch and were nice enough to sponsor this episode and
support Vsauce.
If you want to try it out, we have a deal for 3 months for only $.99 that you can go
to with the link in the description.
I actually used their color grading course a few months ago which brings us to the next
part of making the video.
The way it looks.
This is how the camera captured it.
It looks like a really flat image, not much color, saturation, shadows, highlights or
contrast but that's because we use a camera, a RED, that records RAW images.
Your cellphone for example applies a color profile and such when you film which makes
it harder to adjust after whereas this camera captures a lot more information, metadata,
and then allows you to adjust all of those factors later.
So we can go from this to this with color correction and with much greater latitude.
And even how you color grade the footage is important - it allows you to set a visual
tone.
I purposefully oversaturated most of the footage and removed highlights and increased shadows
because I thought it was an interesting juxtaposition next to the dark and creepy subject matter.
It is important to use every tool available to you to create exactly what you want.
Every piece matters.
They all need to work together, to balance out, for me there should be a thoughtfulness
with what you make.
From the script, or the information given, or the cinematography, music, visual effects,
color, even the sound.
Sound design is successful when you don't notice it.
Let's use the intro shot as an example.
This is what it sounded like when we filmed it.
There's no sound because the drone we used doesn't record sound.
So we have to recreate it entirely.
Here is the same shot but with sound effects: the wind, trees swaying, footsteps in snow
matched up to me walking, and a nice sound effect for emphasis on the title.
Now here it is again with my voice dubbed over to sound like I'm talking through a
radio.
That was actually recorded a week later in my apartment on my cell phone.
And finally, here it is with the soundtrack.
One thing I've been really into exploring is match cuts, when the sound of one thing
is replaced by another.
Like when I slam the door in this scene but instead of hearing the door close, you hear
wood bursting from flame.
It's about playing with expectations.
Oh, also the fire crackling is from a campfire months early recorded in Alaska.
Here it is without the fire sound effect.
And all those adjustments we make are defined before we film.
It has to be exact to create the illusion of the world we are trying to present.
It doesn't matter what story you tell as long as you can tell it well.
And believe me, the hardest part of making a video is actually making it.
Not to get too meta but even this video took me awhile to make because I wanted it to have
purpose but maybe, sometimes, sharing is purpose enough.
And, as always, thanks for watching.
Last thing, we like to custom make the Vsauce outros to fit the topic of the video.
So for COuld You Be a Parasite, Eric 3D printed a Vsauce plate, put it on the back of a fish
tank, filled the fish tank with smoke, filmed through the fishtanks and smoke to the plate
and then lit a trash bag on fire to get this practical effect.
love u
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Why are so many video game characters HOT??? - The Halo Effect & Attractiveness - Game Design Theory - Duration: 6:49.Why is it that so many characters and video games are, well, hot? This could be
the result of a psychological principle called the halo effect, where we think
attractive things are better than they actually are. Let's investigate this
further. Hi, my name is Gigity McD, here on the channel we talk about the ins and
outs of game design so that you are equipped to analyze, discuss and create...
great games. Simply put the halo effect is when we find something or someone
attractive and attribute qualities to that thing purely because we find it
attractive. It happens to us subconsciously so we can't control it.
The halo effect has been researched and observed in many different variations
including attractiveness, personality, education and branding. In all these
instances when someone was presented with a positive version of something
such as an attractive person, a good student or a known brand, it is common
for the perception of that thing to be more favorable than another standard or
possibly better alternative. This carries on to mean if a person is seen to be
more attractive, we may think a range of their other traits are better too. This
is a passage from Kathrine Isbister's book, Better Game Characters by Design.
"Studies have shown that many qualities are attributed to people with attractive
features. These qualities include being seen as warmer, kinder, stronger, more
sensitive, more outgoing, more socially persuasive and dominant and even smarter
than others." *end quote* And this behavior is something that we can tap into to
improve a character's first impression. Attractive people are psychologically
easier to like than unattractive people. By making the main character of our game
attractive, we can potentially adjust the opinion the player has of them initially.
Thinking about this in a more marketing sense, the main character is often seen
on the marketing materials like posters, in trailers and sometimes on the box art.
Hell... Lightning from Final Fantasy XIII was used as a model to sell designer
clothing and accessories for Louis Vuitton, and
the characters from Final Fantasy XIII have been used by different companies
also. The player will be spending a lot of time with this character so it's a
good idea to take all the opportunities possible to make the player like the
main character. So if the halo effect is applied in this situation, making the
main character attractive will prime the player to formulate a good first
impression, thus liking the player more and setting
off the game with a positive vibe. Let's also remember that the first time you
see the main character might be on a poster or a trailer months before you
buy the game. We've talked a bunch about the good, now let's talk about the bad.
There is research showing that not only do we apply the halo effect to people
who are attractive. Thinking of them more highly in other traits as a result but
there is an opposite effect we apply to someone that our initial impression of
is negative. The reverse halo effect or otherwise known as the horns effect is
the occurrence of giving negative traits to a person that are not warranted based
on a bad impression of them in the past. So for example an unattractive person
may be assumed to be less empathetic, less intelligent or less caring just
because they don't conform to what is considered attractive. This is a bad
thing for society but it is something we can utilize to take advantage of in our
game characters. In opposition to being attractive, an ugly character can be seen
as more difficult to like, or as it is more fun to think of, easier to hate. This
makes unattractive characters good candidates for antagonists in your game.
We can utilize the horns effect to craft the player's opinion of the character.
Unattractive characters should be used sparingly however as the less your
player feels negatively towards your game, the better. It might be possible to
overuse the horns effect and come off worse. How exactly do we make characters
attractive. This is a fair question given what we just discussed but there isn't a
one-size-fits-all correct answer. Health, the quality for a person to be
healthy and symmetry of features, where features on one side of the body match
features on the other side of the body are consistent benefits for
attractiveness across all cultures but it ends there as a solid answer. Maybe you
could lean on stereotypes a bit big, muscles and romantic for men and curvy
in all the right places for women and maybe that suits your needs just fine.
There isn't anything necessarily wrong with that, just don't expect to be taken
very seriously if you are using the most common tropes in society like those ones.
And also be conscious to not reinforce harmful stereotypes. But attractiveness
is different for every person and manifests itself in different ways
throughout different cultures or even subcultures. Do you find tattoos
attractive? How about facial piercings? Are you a long hair person or a short
hair person? To get this right you need to research the cultures and subcultures
in your game. Investigate what you are portraying in your game and who might be
involved. Do you research into the common and uncommon stereotypes of the theme
then think about whether that will gel with your target audience. Can you alter
something without changing the fundamental meaning of what you're
trying to get across? Will that insult someone? Also be aware that along with
conventional attractiveness, shows of affection vary from culture to culture
too. It isn't okay to kiss your partner in public in every country in the world.
While cultures are slowly changing over time and so are their displays of
affection, if your game needs to leverage affection as part of the use of
attractiveness it may also be appropriate for another trip to the
books if you really want to nail the realism or if you want to reflect a
certain time period. Why don't you guys tell me what your favorite attractive or
unattractive character is? Drop that character in the comment section. Or do
you have an example of the horns or halo effect in action in a game? If you stop
and reflect knowing what you know now, you'll probably be surprised at how
liberally the halo effect is applied. If you wanted to, drop this video a like. It
will help but get in front of more people and if you subscribe to the
channel you'll be in the firing line for a lot more game design content. Here on
the channel we talk about the ins and outs of game design so that you are
equipped to analyze discuss and create... great games.
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Video Case Study: Service from the Heart - Duration: 2:01.Our objectives for starting the service from the heart program was to make a
connection with our customers. We get to send customers cards in different
situations. It's really just an extra touch for customer service. And it
continues the experience that the customer has with SRP.
There was even a customer that sent a card back to one of our employees
because he was so touched. My favorite card to send is the cheer card because
there's different ways that we can spread cheer to our customers. We have
a lot of people who are veterans and we're thinking for their service. And hopefully,
this small card will be a small token of our gratitude that we can extend to them.
You have no idea what it means to just know that people do support our
military and care about them. And a simple card from us here at SRP can absolutely
help somebody get through their day that they're missing their loved one. Any time
that you're dealing with a customer that a family members passed away, you know
that's one that really sticks with you the next day and the following week. The
cards help with not only myself feeling a little bit better about it on the
drive home, but I know that they're feeling better about it as well. I was so
surprised to get my card in the mail. I'm going through a very difficult time. And
my card from Isaac was a great pick-me-up and a pleasant surprise. Oh,
that's awesome. Oh I'm glad that we work for a company
that is willing to invest resources and a product that will allow us to show
some sensitivity towards our customers. And I think that's what this did.
It was perfect, so thank you. Thanks for the opportunity.
To, you know work with Hallmark. That's awesome. I really liked it.
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