Author’s Note: I’m well aware that this particular topic has been talked to death at this point, but I think it’s endlessly important to reiterate since it continues to be a quiet but very painful problem in a modern male’s adult life.
I remember the afternoon I was seeing off my old friend Keegan, after he spent the previous night playing video games and watching anime with me. I must have been around 11 or 12 and, without giving any thought to it, I hugged him goodbye. Not some kind of nonchalant side hug, but a real loving one, because he was my best friend and I really cherished him and his friendship. Afterwards my mother took me aside and told me that she thought that was really strange, and that maybe I made Keegan or his mother uncomfortable because of that. While the memory receded quickly, it internally fucked me emotionally up for years.
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For the past few weeks I’ve been working on the script and location scouting for a project called The After Party. It was our final for my film production class.
Austin Elliot and I wrote the script, and acted in it. Tim Rother wrote the storyboard, edited the script, and directed. I was the post production editor.
Pre-production took place in the two weeks coming up to the shoot, and the actual filming was all done in one night in roughly 6 hours.
The budget was non-existent, so I went and bought a set of camping lights that we used for just about every shot, and things like the shovel came from our houses.
The first track from from Kevin MacLeod, who graciously makes royalty free music for anyone who wants it, and the final piece was my personal favorite song from my best friend Taylor Burdette under the name The Fear of Being Lonely. You can purchase his album here:
I wouldn’t say that The After Party is anything incredible, and I could point out a myriad of small mistakes in the final cut, but I’m quite happy with how it turned out. For a couple of students only a few quarters in to film school, our professor and classmates absolutely loved it, and I hope you do too.
Thanks for all the support everyone gave us, and we’re looking to only get better from here.
Like the Glitch Kings 2K12 video before it, I went for a unified style for this (originally 5+ hours) night of Siege.
The idea behind it was a sort of “night on the town” aesthetic, hence the aggressive font choices and gradient flares on the thumbnails, but in the intermittent weeks since its completion I wish that it had made its way into the actual footage. Instead of a static noise and glitch transition, I would have gone for some quick flare flashes, and would’ve changed the somber sounding intro to something better for a party.
Regardless of that, I’m still quite proud of this little project. The animated transitions took a long time to get right, there are a few one-off jokes that are a couple seconds each, and it was easily the hardest I’ve pushed myself to edit out everything that wasn’t great.
The only downside was, because of the intensity of all this, I haven’t recorded any Siege since, and I’ve been playing a good bit less. Personally I’d love to take on a different game, but I haven’t played much else with friends on PC lately.
So what will be next? I dunno. Might be doing film projects for a while longer.
Season 4 was probably the first time I had a handle of things throughout the post-production process. Editing was really smooth and videos were posted regularly with only one mishap. Recording on the other hand was kind a nightmare.
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Glitch Kings came from a series of Siege matches wherein instead of playing against random people, we played against our own Skype group. It meant that there was a lot more salt than usual.
As far as editing, this was the first time I tried to go for a unified aesthetic. Everything from the title, to the thumbnail, to the transitions all followed the idea of “glitching out.” I wish I had maybe done a bit more with maybe the sound as well, but at some point I would’ve crossed the line to making the actual game less fun to watch.
The best and worst part about people enjoying this is that now I really want to make all my future videos follow the aforementioned unified aesthetic, and that’s putting me in a tough position for the one I’m currently working on.
Starting with my first quarter at the Art Institute of Atlanta, my routines changed a lot last year. I began to work a bit on film projects before and after class. My commute became extremely long compared to my job (which I quit soon thereafter). My number of articles faltered even more than before even as Interactive Friction went on hiatus. But even so, I did get to play some video games.
Upon the completion of writing this I noticed that a lot of the big budget titles failed to impress me, even when they were good, but most of the side projects felt like they had a lot of heart put into them. There may be as many disappointing games on here as favorites, but that’s more because I didn’t have enough time to play everything I wanted to (especially in the ever growing indie-scene). To put it simply: don’t let my list deceive you. This was a fantastic year for games.
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After a longer break than I expected, but still appreciated, Interactive Friction has returned. This time however I’m going to work harder to keep on schedule, and I’ve already completed the first step by editing all the footage prior to this trailer going up. Additionally season 5’s raw footage is already mostly recorded, and the audio for our new project is primed for editing. The latter of these should be what to expect next from Brandon and I.
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