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#i just think if the suits dont want an IP it should go to the creator
manda-kat · 10 months
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I think, legally, if a studio/game developer/publisher/whatever has the rights to an IP, but they go for five or more years without releasing any projects related to that IP, the rights to the property should return to the person who originally pitched or wrote it and they can repitch it somewhere else or continue it on their own as they see fit, or just keep the rights and know that nobody can butcher the property.
Obviously, companies should keep the rights to the projects they create while the IP is theirs and any characters or concepts that they introduced that was not the original creators idea should belong to their individual versions, but I think if more creators had the option to take their beloved brain child and walk if a studio decides they actually don't want to do anything with the IP, they should be more than capable of doing so.
This should also apply to cancelations without any plans for new projects AND media being removed from streaming and viewing should automatically return to the original creator.
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mysticdragon3md3 · 1 year
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Time for my picks for what i might want to buy from this recent WonHobby event.
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Even though I've narrowed my interests down to these, i dont have much motivation to spend money on them.
Sure, i like Spy x Family, but I'm not absolutely obsessed with it. I already bought all the Forger Nendoroids. Even when i first saw this winter coat Anya Nendoroid, my immediate reaction was feeling secure that i could save my money from buying her. My need to buy the announced Anya faceplates set lasted longer, but already, I'm beginning to think i could painlessly save my money from buying them.
And though i freaked out when this Kamen Rider Nendo got revealed, that was more because of what it meant. Kamen Rider is one of Bandia's big figure lines. I NEVER thought they'd let Good Smile Company make Kamen Rider figures. Though the IP actually belongs to Toei, they've just been so entrenched with Bandai, especially the Kamen Rider brand, which often creates toys first, then writes a series around Bandai's toy designs.
I'm not actually set on buying this Shin Kamen Rider Nendoroid. My favorite riders are from the latter Heisei. I'd rather save my money for my actual favorite characters; not just for my favorite franchises.
I already did all that. I paid my collector dues, supporting a franchise, buying their figures, despite the specific figures not being my favorite characters, just to encourage GoodSmile to make more figures of that franchise. Most of my Touken Ranbu figures aren't my favorite characters. I just wanted to send Good Smile Company the message that there is a demand for male figures, they should make more, and specifically should make more Touken Ranbu Nendoroids, particularly of the Date-gumi.
And GoodSmile got the message. They created the Orange Rouge brand, specifically citing the sudden demand for male figures. We also threw up a fuss over Nendoroid More sets giving accessories to only female characters, with none for male. We had to badger them into making Nendoroid More grooms to go with the Nendoroid More Brides. Do you remember when all the Nendoroid More Dress Up sets were only female? Because, i do. I own both the Pajamas and Swimsuits sets, which are older Nendoroid More sets, before GSC realized we also wanted male figures and accessories for them. That was back when series would get Nendoroids for their entire female main cast, but leave out the male character, even if he was the protagonist. Back in the day, Konosuba would have gotten Nendoroids for all the girls, but would have left out Kazama. Re Zero woukd have gotten Nendoroids for their entire female cast, but would've left out Subaru. I know, because i remember when their Nendoroids were announced, and it was kind if surprising. Even Bandai Tamashii Nations described in a Forbes article, that their competition (obviously GoodSmile) specialized more in female figures, leaving male characters open for Bandai to make into figures instead. That has changed. And thankfully. Now Nendoroid More sets are equally male and female. The medical Dress Up set, the Suits sets, the Coming of Age Ceremony sets, the maid/butler sets, etc. (Though their attempts to rebrand their flatter chest Nendoroid More bunnygirls as bunny boys, was pretty weak. Even 10 years before tha5 bunnygirl set, the sculpt in an older Nendoroid like Combat Butler Hayate proved they already knew how to sculpt a male body differentlyfrom female. And those flatter chested bunnygirls were clearly not it.) Male chatacters are now just as likely to get Nendoroids as female characters.
I got off topic, but---i don't need to pay my dues anymore. I've spent enough money. That's why i didn't buy all the FE3H figures, even though I'm desperate for FE3H Nendoroids. And i dont plan to buy Nendoroid Shin Kamen Rider, simply in the hopes of encouraging GoodSmile to eventually make latter Heisei Rider Nendoroids.
Plus, i dont have that kind of money anymore. In fact, i should have been stingier from the start! I have so many Nendoroids of characters that i don't care about. And I'm too socially anxious to resell them. I was so sure of my anxiety and sentimental inability to let go, i threw away all their plastic packaging. So i really can't sell them now.
So, no. I didn't buy the Edelgard Figma and the Bernadetta or Lysithea PopUpParades. I even let the Nendoroid Donatello preorder come and go. And I'm probably not even going to buy these personal picks of mine from WonHobby Gallery 2023 Spring.
I'm afraid that if this lack of motivation to buy figures continues, I may get out of figure collecting soon. I just don't feel motivated to spend the money anymore, even on things that (vaguely) interest me. What if soon, I stop collecting Nendoroids? ;o;
I feel kind of like I'm so dead set on FE3H Claude and Dimitri Nendoroids, that they're the only thing I want to spend on. Until Good Smile Company finally makes some FE3H Claude and Dimitri Nendoroids, every other possible figure expense is just going to feel like money that could be going towards my anticipated favorite characters. And I'm way too obsessed with them right now, to not think that way. Every interesting figure that isn't them, is just going to be "not as comparatively worth the money, as a Nendo Claude/Dimitri would be". I'll be asking myself, "Why isn't every figure I buy as intensely wanted as my favorite characters? Shouldn't every figure in my collection be a captivatingly precious character to me? Why would I guy a figure of a character that I don't love as much as Claude and Dimitri? Considering how expensive Nendoroids are, especially nowadays, I should only be getting Nendoroids of my absolute favorite characters." Considering all that, so many new figures that get announced, just can't live up to those standards, and I just lose the motivation to spend money on them.
But also, I recently finally finished cataloging the figures in my collection and it was WAAAAAAAAAAAAAAAAYYYYYYYYYYYYYYY more expensive than I thought I had spent during these past few years. Truly, it was my manga collecting, all over again. After seeing that number (which I will not disclose, out of SHAME), I just feel so much less willing to spend money, unless a figure is a character I love so much, that they COMPEL me to spend money on them.
Unfortunately, I'm beginning to lose hope that Good Smile and Intelligent Systems may ever make FE3H Nendoroids. I even gave in and made custom FE3H Claude and Dimitri Nendoroids. That reminded me, that it may have been almost 10 years between my custom Nendoroid Kikyo and the announcement of the official Nendoroid Kikyo. What if Good Smile eventually makes FE3H Nendoroids, but it's like 10 years down the line?!? ;o;?! Even more reason to rely on customs instead. I was so happy to have my custom Nendoroid Kikyo, for all those years before her official Nendoroid. So it seems that either way, whether FE3H gets Nendoroids or not, it'll be worth investing more into honing my custom Nendoroids Claud and Dimitri.
But should I lose hope? Just a few days ago, Good Smile announced a brand new Fire Emblem static scale figure. Not a rerelease, but a new figure. It wasn't Fire Emblem Three Houses, but it was a Fire Emblem Figure. Also, over the past few months, Good Smile announced SEVERAL other Fire Emblem static scales. If Intelligent Systems is investing more into their licenses becoming figures, it could be a good sign that FE3H Nendoroids could happen soon.
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DD2000 - Research blog for a path into industry
Portfolios and their importance
Now before we even get to the building up to our chosen job and how we get there we have to talk about arguably the first and most important step when going into any industry, a good portfolio.
A portfolio in definition is according to many sources such as google, the oxford dictionaries and the free dictionary
a set of pieces of creative work intended to demonstrate a person's ability to a potential employer. 
Example: "she had a portfolio of crayon portraits"
now reading the definition you should get an idea as to why a portfolio is quite the important tool in any industry but allow me to elaborate, a portfolio usually contains all of your best and well presented work that you wish to show off to a future employer in the hopes that it will impress them enough to consider you for the role available and hire you into it.
Even if that doesnt happen they are important tools for ensuring people dont soon forget you, if its good enough your employer might talk to his co-workers about it and the work that was in it, might recommend you to other companies and give you an easy-ish way into the industry, not only that but if its up online somewhere it can allow none industry people to view it and get invested in the work you do, get invested in your ideas and anything to do with them and begin to support you and want more of your work which is hard to ignore from people in the industry.
But an important part of a portfolio is to make sure it fits the job role, its nice that its all neatly presented and stunning work but if your going for a modelling job and bring in cool doodles of swords instead they will more than likely enjoy them but dont cross your fingers for the job or even being well remembered in a good way.
Now lets take that Modeling job as an example, if your looking into that job there are some things that would work well in your Porfolio
What to include generally
Some well constructed and unique models to show your skill, talent and creativity. Make sure to have beauty shots (Three angles) a Uv render (Shows off the uv maps of the models showing you do know how to Map and texture) and a wireframe
some more bland models that everyone has but it shows you can model things of this type, guns, corridors things like that
all of the work should be finished and if not it should be a w.i.p showing of how the model developed or something you are working on recently and wish to say “this is my latest project”
Portfolio : About myself
Every portfolio for every job must be different and suited for the job role your looking to invest into. Now my portfolio will have me looking into narrative design so there are some things i do need to include when constructing mine and things i need to look out for
What i should include
Well written stories of varying length and style as well as on different matters and subjects to give a quick look at the range i can write at and my ability with different styles and topics
Character development if possible, Original character, fan characters and things like that, let people in the industry see the work and love put into them and how you created them from the ground up, even include the most trivial detail if needed it will show how i think about even the smallest things for characters and bring them to life
Same applies for world building, show worlds you crated and the living breathing atmosphere they have, show off head canons and theories about already made worlds if you wish
Show dialogue and scripts made, this includes roleplaying and back and forth between characters of your own and friends
Work done that is not narrative directly but does still link to it  
Any writing done for games, this includes small projects and twine games
Now what have i done to go towards this portfolio as of writing this?
I have written many short stories and poems some better than others i cannot lie however i tend to struggle sometimes with motivation in writing longer tales if they are not split into parts either via working time or as part 1, part 2 etc, 3 twine games which could be improved but stand at a decent enough quality and i do intend to create more, have an entire blog built for role playing (character creation and building, dialogue, world building) this is where i let alot of my ideas roam free as well as some of my more out there character traits, this character has spawned off into his own story and world view from a character that had nothing to start with, he has spawned countless side characters and alternate realities surrounding him and all of them have their own stories and worlds not to mention many pieces of college work.
All of these very important in the portfolio especially for the job role im looking to enter.
General Examples of both good and bad portfolio's
Networking
Networking is in short terms the connections you make with people be them big or small, it forms a web coming from you of connections you made. If you meet David and David knows Susan but you dont know Susan, she is still now in your web of networking due to knowing David.
Networking is important to the industry at it is a key way to get into the industry and get yourself known to people, without the links to people it would be almost impossible to get a way into the industry without directly going up to someone and asking for a job or applying yourself. 
Networking can also offer unexpected help from people inside the industry through simply talking to them.
But how can networking help my career path into a narrative games career?
More importantly what kinds of networking could help my cause?
Well the obvious one to start off in narrative would be social media, its a great place to store and write small stories or tales and build character/worlds. It is also perfect for getting your small tales out to a large audience of people very quickly.
Take tumblr for example, its blogging allows for quick short stories or grand giant multi-post tales to be re-blogged , twitter is also a good example here as many industry insiders use twitter and could be a great way to share your narrative ideas and work with them to get feedback and make yourself known to them
It is also a prime location to show off portfolio w.i.p work and gain interest in what else is inside your portfolio both from regular people and industry insiders which could lead to job offers or simply having you in mind when a place does come up
Another prime example would be Game conventions, they allow for examination of upcoming games as well as series of games with over arching stories as well as the idea of communication with industry insiders as well as games media about games and your general idea. It could also provide you with skills and much needed tips if your willing to buy some people a beer. Game designers are just people like you and me so most of them have no issue sitting down to talking.
There are a few that take place here in the UK : 
EGX - EGX is a British made Gaming Convention sponsored by Virgin media and s currently set to take place in the Birmingham NEC arena on the 21st -24th of September 
Play Expo -  Play Expo is a British games convention set in Manchester England at event city.
There is one that comes to mind and does take place in the US
Ludem Dare -  Ludem Dare is a game jam hosted this year in San Francisco that gives people a theme and 24/48 hours to create a game, this allows people in the industry to see how people work under a tight deadline and the quality of games they can create with minimal information. It also allows for the people involved to brush up on their skills or develop new ones.
Well i say one but you cant talk US and game gatherings without mentioning 
E3 - E3 is a yearly multi company convention in which the biggest games are shown and revealed and many of the gaming industries top professionals visit to give their games that needed star power, a place like this is perfect to ask questions, build connections and show off work you had done in hopes of making an impression
One important thing to know about networking overall however is that you should never be afraid to talk to someone or ask questions to them, they are not some untouchable idol who will simply scoff at you, they are infact just as human as you are and i imagine they they have trouble talking to a person from time to time. Plus there is only things to gain instead of things to lose 
The Ideal Work Place/Key Companies In My Field
When it comes to an ideal work place that generally comes down to preference, some might want to work for Bethesda, maybe you want to work for EA but this is in general terms which company would be the best suited for the field i would like to enter
The first company that instantly jumps put for narrative focused games would be tell tale who have generally been known to create heavily emotional narrative focused point and click/episodic games based on existing IP’s such as The walking dead, borderlands and game of thrones
https://telltale.com/ -  4000 Civic Center Dr, San Rafael, CA 94903, USA
https://telltale.com/jobs/
As of this moment in time they are only looking for a senior writer in the job field i wish however that doesnt mean i cant apply for another job they are in need of to work my way into a writing position for example they are always looking for q/a testers so using that i can wiggle into a narrative design or writer role by suggesting things that could improve the story experience or helping with the writing of scripts and dialogue.
An issue with telltale however is it is hard to single out a game from their library as more narrative focused or important than any other, walking dead offers a dark saddening take on the world where every option and choice you make will have an impact later. This is in stark contrast to say tales from the borderlands which yes does have a similar choices matter mentality however the story in that game is less serious and grim and more light hearted and lovely.
With tell-tale they cover so much ground in their narrative focused games its hard to single one of them out alone
Not a company that comes to mind when thinking of narrative but one that i would enjoy a job at would be gearbox, they are mainly known for creating the borderlands franchise and as of now are in the process of making the third game . Their narratives tend to be somewhat serious but have a lighthearted tone to them with alot of dirty humor.
Borderlands and its sequels probably are the most notable games they have created and do narrative in an inventive way in that it is both serious yet not at all serious at the same time i mean....the planet your on is in grave danger from a tyrant hell bent on wiping life as you know it off the planet with an alien doom weapon, but at the same time the villian mocks you with such childish insults and sarcastic nonsense its hard to take it seriously, even more so with some of the side missions like “shot this guy in the faace” which is exactly as it sounds.
http://www.gearboxsoftware.com/ -  5757 Main St, Frisco, TX 75034, USA
http://www.gearboxsoftware.com/careers/
Gearbox software have an odd internship program that allows people of all skill levels to join and it is called the cogs program, in their own words the cogs program is 
“The COGS program at Gearbox Software is designed for future game developers to get a chance to start their careers by becoming embedded with the veteran, professional developers at our world-class video game development studio and actually contribute to a commercial video game project. It’s the real deal. This is the foot in the door. This is the chance to prove yourself.
The COGS program differs from a traditional internship because Gearbox Software will actually pay you during your time at the studio. What?! Did you read that right?! Yes, we’re going to pay you to prove yourself. We must be nuts.But forget about us being nuts for a minute – the COGS program is as real as Clap Trap’s malfunctioning artificial personality.
COGS stands for Contractors of Gearbox Software – you will get a contract and it will say that you have become an actual, official, paid professional inside the studio that is home of Borderlands, Duke Nukem, Brothers in Arms, Homeworld, Battleborn, and Randy Pitchford’s flamboyant shirts. The contract terms can be for as little as three months or as long as a year, depending on the timing and the role. During that time you’ll get free soda. Also during that time you’ll contribute to a real commercial product at our AAA development studio earning valuable experience and credit that will not merely be rewarding and insanely gratifying, but will also set-you-up to be very valuable and sought after by the industry. And there’s free snacks to wash down with the soda. Did I already mention the soda? It’s a cool deal.”
quote directly from here
This is all to simply prove if you deserve a job or not
Key people in my field
http://www.evanskolnick.com/games
His portfolio is rather well put together and lists all of his skills and accomplishments as well as any and all of the projects he has worked on  it also seems to show his wide range of work as he has taken part in narrative roles on project such as mafia 3 which is full of gore and racial angles and tension to the kid friendly hi-jinks filled over the hedge game and movie.
This is a portfolio i should keep an eye on and learn from
https://twitter.com/evanskolnick?lang=en
Evan Skolnick is an american born writer who has previous worked on marvel comics as a lead writer and now has jumped into narrative video game design, his most recent project/job being the walking dead : a new frontier by telltale which makes him a key player not only in my field but a company based solely around the field i wish to work in
has a book out called : video game story telling, what every developer needs to know about narrative techniques 
the description of the book and what it may offer
“With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.“
Edwin McRae isnt noteworthy due to the work he has done, though he has worked on many smaller titles and mobile games as a narrative designer and world builder. He is more notable due to his constant advice and tutorials on how to become a better narrative designer and how to build a living breathing world from scratch
He too like Evan has a book or two to be purchased and read which can be found here : https://www.edmcrae.com/books-and-comics.cfm
Another good narrative designer to take a look at would be Daniel Dick, he describes himself as follows
“ I'm a Narrative Director & Writer with over 15 years of industry experience creating, building, and implementing successful narratives (including multiple AAA titles). I also recently designed a narrative design and game writing course for the University of British Columbia's Creative Writing Program.”
Some notable projects he has worked on include 
★ DEUS EX: MANKIND DIVIDED Narrative Director Eidos Montreal ★ HOMEWORLD: DESERTS OF KHARAK Narrative Director BBI / Gearbox ★ SPEC-OPS Lead Narrative Designer & Writer Rockstar Vancouver ★ BULLY Narrative Designer & Writer Rockstar Vancouver ★ SOCOM: TACTICAL STRIKE Lead Writer & Narrative Designer Slant Six / Sony ★ SOCOM: FIRETEAM BRAVO 3 Lead Writer & Narrative Designer Slant Six / Sony ★ NEED FOR SPEED & SSX Story Consultant & Contract Writer Electronic Arts ★ TREASURE PLANET Game Designer & Writer Barking Dog / Disney ★ THE DAMASCUS LETTER​: A Spy Novel Author Finalist for the AMAZON BREAKTHROUGH NOVEL AWARD in 2011.
His portfolio on Linkden is also very well put together and will have to keep an eye on this one as well
https://www.linkedin.com/in/danieldick/
The skills i need
When it comes to narrative design in general there are certain skills you will need when entering the field.
Atleast basic knowledge on pacing and tone to a story, you cant have characters fighting an epic war then suddenly 2 seconds later have a clown filled tea party only to mourn their friends for  a solid hour or two after that, it kills both the tone your going for and pacing. Keep it balanced and consistent
Understand character and world building, it good to create a world or character but if they are blank slates of boring with a side of boring pie then no one will care.
To create a breathing living world you must think about every detail and bit of history, what does this town do for the world, why is this ruin here, where do these enemies live etc. However be careful as you cannot make a game with backstory and word building alone and people do not want to have to sit through hours of lore.
Characters are harder to build, they can have preset fears and goals and motivations and even backstories however alot of the time they need to grow alongside the player and inside the events of your narrative. If a character loses something precious to them show it, if they are tried from a long battle show it, if they have been beaten badly and took a massive hit to their pride again show it to the player and in the character.
Script/dialogue writing skills and understanding what goes into creating them. Make sure every bit of dialogue fits who it is meant for perfectly and try to avoid repetition if possible. Ensure scripts are clear to read for the voice actors
Ability to take critique and improve from it, maybe someone thinks a certain aspect of your narrative is a bit off and wants to give feedback, it would be your job to take that feedback in and maybe change the narrative a bit to fit it.
Interpersonal skills, do you really think your going to be working alone....yeah no it doesnt work like that as you will be with a team of writers more than likely who will be throwing in ideas into this world or character and trying to make them perfect. Listen to what they have to say and work with them. Plus you will be working with other departments, maybe the environment designer needs specific dialogue for a fire area and you need to take a look at the area to gauge what kind of dialogue to fit into it, Maybe the character designer needs help figuring out how this character might speak and what they could even say
You have to have the ability to understand the genre of what it is your writing, cant have a kid friendly platformer suddenly have sexual jokes and decapitations now can we?
Organization in your writing is a good skill to possess as well as good motivation skills and time management
My work and evaluating it/General Evaluation
Now that i have mentioned the skills needed and the work i have done it is time to evaluate it bit by bit and see if i meet the standards set above and if not how can i achieve them from where i am now
My work
Short stories and poems tend to come to me in the moment and usually come from my already made characters, existing characters from movies/tv/games or from some random idea i had in my mind. However as mention before they tend to be a one time thing and rarely branch out and become longer, any longer story usually gets forgotten about due to motivational or memory issues even if broken into parts (For example i got 5 parts into a dark souls 3 story before forgetting it and never really going back to continue it). If i wish to get into narrative i need to work on long stories 
The few twine games i have made so far are at a time where i have minimal knowledge of twine and one of them i cannot add to my porfolio due to content inside it. They are not nearly to the standard they could or should be and i should spend time completing and working on them to put them at the level i believe they could be.
The blog is personally my proudest bit of writing, i started the blog with a charcter based on an ingame mario enemy that had no backstory or anything, no personifcation or even personality. I took this enemy and gave it life and a soul, gave it wants and needs and fears and a personality, it has goals and a past now and as said has spawned countless Alternate worlds and ideas from it due to the story i have told with him. However alot of the writing tends to be very informal and dailouge based and the blog also has some informal and silly content to go through, will need to isolate the writing from this blog to show on the portfolio
As said he has spawned countless characters off of himself, from a sweet gentle shy king, to an evil dominating tyrant, a lonely yet wise last of his kind hunter, a sickening horrific yet lovable spider hybrid creature, a shy 1 limbed mechanic looking into necromancy to power his robotics to be honest this is stuff to include in the portfolio however it mention it here as no matter how many characters i do have i should continue to add more to the mix and develop them every chance i get to do so.
Skills and myself overall
In terms of skills i would like to atleast believe i own some of the needed skills for my job role, a basic understanding of pacing and tone, world and character building experience as well as interpersonal skills and abilities. Perhaps i do struggle a small amount with critique as sometimes it dont learn or go back to redo what is told of me.
Out side of skills to myself in general im a generally approachable and creative guy who could keep tensions low and ensure that everyone in the company is keeping themselves happy and destressed, i would also like to believe im willing to advance and learn even if it is painful.
But to evaluate you have to speak of the bad too, which is sometimes i can be very unmotivated and avoid/put off work for as long as possible even if i understand and know i have work. I can also get frustrated easilly with things that i cannot do or do not understand, if i wish to advance in my industry i willl need to put these under lock and key 
My path into industry due to what i have found here
Due to the information i have found here there are a few paths into industry i can take
i can look for a indie or triple A developer looking for a q/a tester and work into the company from there offering the skills i do have to help construct the game and help any struggling member of the team during my none working hours, this iwll show them my previously obtained skills and allow them to remember me above all the other Q/A testers thus getting a foot in the door
I could also use my Voice acting talent and get in through that, voice a character and offer changes and help to the script as well as developing the character which again gives me a foot into the door.
another option is to wiggle into games journalism, this way i can write about and meet many developers as well as play some of the hottest games before anyone else and offer my opinion on them and what could be changed.
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