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Add transcription for: frames_zips/LearnSquared_TylerSmith_StylizedEnvironmentsUnreal_DownloadPirate.com_5-Inspiration_frames.zip

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transcriptions/frames_zips/LearnSquared_TylerSmith_StylizedEnvironmentsUnreal_DownloadPirate.com_5-Inspiration_frames_transcription.json ADDED
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+ {
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+ "text": " So I wanted to start off with what inspired me when I was growing up. I grew up with video games inspiring around the year 1999 to about well, it's all about present day, so The games that really inspired me you can see here that I've assembled games in the mid-2000s like Half-Life 2 Knights of the Old Republic Resident Evil 4 Vice City Dishonored and then some of the later ones like Abzu Red Dead Redemption 2 and Ghost of Shima who I had the pleasure to work on these environments really reached out to me as as pulling me in and giving a sense of immersive power that made me forget about the environment around my screen as I was playing it. And even looking back on the games that are sometimes 10 or even 20 years old, you can really see the strong artistic sense that they had with the limited amount of technology that they had at the time to really pull the people in and give them an immersive experience. What I reflected on is not just the gameplay or the characters that drew me in the most, but the actual places that you could navigate. Seeing these entire worlds created these amazingly talented people, it helped me transport to a place where there was this living element to the place I was navigating that no other creative element has really had an impression on me before.",
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+ "segments": [
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+ {
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+ "text": " So I wanted to start off with what inspired me when I was growing up. I grew up with video games inspiring around the year 1999 to about well, it's all about present day, so The games that really inspired me you can see here that I've assembled games in the mid-2000s like Half-Life 2 Knights of the Old Republic Resident Evil 4 Vice City Dishonored and then some of the later ones like Abzu Red Dead Redemption 2 and Ghost of Shima who I had the pleasure to work on these environments really reached out to me as as pulling me in and giving a sense of immersive power that made me forget about the environment around my screen as I was playing it. And even looking back on the games that are sometimes 10 or even 20 years old, you can really see the strong artistic sense that they had with the limited amount of technology that they had at the time to really pull the people in and give them an immersive experience. What I reflected on is not just the gameplay or the characters that drew me in the most, but the actual places that you could navigate. Seeing these entire worlds created these amazingly talented people, it helped me transport to a place where there was this living element to the place I was navigating that no other creative element has really had an impression on me before."
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+ }
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+ ]
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+ }