4 years agoGray
So, the first RWBY production diary seemed to go over well...? Just wanted to take a sec and follow up on a couple of the more common questions and comments.
The production diaries will come out monthly-ish, with the next one slated to arrive April 3rd. Yeah, I wish we could update you more frequently, but hey, we have to work on the show too!
Sounds like we'll do a writeup shortly, so you can see the other Velvet designs that were in the final 25. (***EDIT: Caiti's now posted a journal entry with the designs! ) Again, thanks to everyone who submitted, there were so many cool and different looks!
Speaking of Velvet, wanted to give a "heads up" as soon as possible to the cosplayers and artists who might already be working with Velvet's new look -- be aware that the outfit is going to evolve a little further before going into modeling, possibly including accessories and a change in the color palette. We'll be showing you where it's headed in the next production video.
Random -- would anyone get hyped for a "Rooster Teeth Official Creative Process: Yeah No Yeah" shirt or a little print or something like that? Just curious, really. But it makes us happy to know we're not the only people who say that! We do have a couple more surprises coming out this year, but what other gear should we be making that you haven't seen yet? Ah hey -- did you see a RWBY shirt won the first Communi-Tee challenge?
Lastly, we've got a solid outline for the remaining production diaries, but maybe there are subjects you're interested in which have escaped us? Feel free to comment with your questions or areas of interest, and we'll see what shakes loose.
'til next time,
4 years agoGray
"Beware that the light is fading /
Beware as the dark returns /
This world's unforgiving /
Even brilliant lights will cease to burn..."
Can't... contain it... any longer... must... share!!
Hey everyone -- Rooster Teeth is very proud to announce that work has already begun on RWBY Volume 2. Monty is busy planning all sorts of insane action, Kerry and Miles are putting the finishing touches on the scripts (brace yourself for the feels, believe me), and the rest of the production team has begun to assemble.
RWBY Volume 2 will premiere at RTX2014, in Austin, Texas, July 4-6. Details here, tickets on sale this Friday, January 31st. The volume's online debut will happen very shortly thereafter, and we will announce the date as soon as we have it. Volume 2 will run for twelve chapters of about twelve minutes each, and what's more, each week's web release will contain an entire chapter. We are anticipating the web release schedule will present a full chapter per week for a few weeks, take a week off, come back for a few more weeks, etc. But during those "off" weeks, you'll still be getting new story content from the world of RWBY. More on that later... ...yeah, I know, already teasing again -- sorry. (Warning: Not really sorry)
Just because the premiere is this Summer doesn't mean we won't have anything new to share with you until then. We've already started recording, concepting (that's a verb, right?), modeling, storyboarding, and even animating. Over the coming months, we'll continue to tease you mercilessly -- er, I mean update you on what we're up to with a series of production video journals, giving you a peek at who's involved, and how it's all going. The journals will also announce the winner of the Velvet Battle Gear Design Contest, then follow how Velvet's new look is turned into an actual production asset, and even watch her new model get animated for the first time!
With all that said -- thanks to all of you for watching, as well as keeping the world of RWBY going between volumes. Everyone here is constantly blown away by the art and stories and cosplay and RP-gaming and... well, let's just say it means a lot to us.
And lastly, the team would like to take this opportunity to thank our exec producers, Matt and Burnie, for letting us all visit the world of RWBY again, and so soon. Their constant support and guidance during Volume 2's launch has been invaluable.
Ruby and the gang are waiting for us to tell the next wave of stories, so we better get back to it. More catching up soon, ok?
P.S. Who'd like to see RWBY Volume 2's first piece of promotional art, by Volume 2's Art Director, Kristina Nguyen?
4 years agoGray
I knew it was a good sign when I kept catching myself playing the music to a project I'd already been working on for a year.
Let's back that up -- I love movie scores. I've lost count of how many I've collected. And I try to get as many tracks as possible across all the different releases, hoping to get every cue ever used in my favorite films. Scores are the invisible extra character in any cinematic storytelling experience, independently capable of moving your emotions as much as any other moment on screen, right?
When I had the opportunity to begin coordinating with Jeff @Williams on the score to RWBY Volume 1, I was already excited, but I could tell instantly that something special was happening. I was genuinely falling in love with these pieces to the same degree as my most favorite soundtracks from years past. The themes kept getting stuck in my head. I'd randomly boot them up around the office, and in particular, I started driving around to them (and you know you're hooked when you start doing that). Songs would instantly jump out as perfect pairings for key moments. Without exaggeration, the very first time I heard "This Will Be The Day," originally intended for a different cue, I knew we had found our opening titles -- and can you imagine that song ever being used any other way? I never could, it was perfect. Our soundtrack was turning into something I knew I'd genuinely enjoy listening to as a separate experience, the same as any other favorite score of mine.
Jeff -- along with Casey Lee Williams, Steve Goldshein, Alex Abraham, and James Landino -- have crafted a very special collection which captures damned near every piece of music from RWBY Volume 1 and put it together in a way that really lets you relive the flow of emotions as you experienced them in the show. Without getting spoilery about it, there are cues that, despite having scrubbed through them hundreds of times on the editing timeline, they still get my adrenaline flowing. I still rock out to the theme song. I still have to catch my breath when a certain solo piano cue starts towards the end of the volume.
So on occasion of RWBY Volume 1 becoming the #1 soundtrack on the iTunes charts in multiple countries including the U.S., Canada, and Japan to name a few, and as I write this having entered the top 10 for all albums/all categories, I just wanted to say a sincere "hats off" to Jeff and his team. Thanks for pushing through such a challenging production schedule to create some truly exciting and touching music for all of us. I'll be listening to it for years. I think everyone else who enjoyed the show will too.
6 years agoGray
(laugh) Well, frak me -- that's that bit done with! If you've been following Achievement Hunter and the 2012 HORSE tourney, and would consider any chatter about it to be spoilery, you may want to go watch this week's new vid before continuing reading this ramble...
...ok, so first off, that was *great* fun. Life "to do list" entry of actually getting paid to play videogames? Check, baby.
I'd never tried any Halo map variants like they use in the HORSE games (ah yes -- and my inexperience playing inside the Forge mode was pretty critical it turns out, more on that in a sec). Closest previous experience would've been some of the rocket race game types, I guess. Anyhow, thanks to Jack for the invitation to play, and hats off to the map makers. Cool stuff.
Next up, while recording audio commentary on the edit of the session, I actually wound up doing more watching/studying than actually talking, and what talking I did manage to do came out pretty derp-tastic. (Whoo. Let's hear it for good first impressions. ;P Hey, it's also a little hard to come off as witty when you've got the rest of the AH gang over your shoulder. Who me, overthinking stuff and going into vapor lock? No, never....)
So hey, here's a little more commentary for anyone who cares.
What was the first letter, the mongoose jump followed by the sniper shots? The action between Kerry and I seemed pretty standard on that one. I just happened not to kill myself on the platform mines first. An amusing bit of commentary I think got cut from the edit? Jack reminding me to zoom in twice on the sniper rifle. This is what happens when you make me play first thing in the morning. Or totally sober. Let alone both.
No idea how I got through the sideways-bouncing-over-the-mines first time through. I absolutely guarantee if I went back to that map, it'd take me a dozen times to make it through again. All I remember about that one was being more careful about sideways movement than forward progress.
It was at about this point I was beginning to wonder if I actually had a shot at knocking Kerry out. And as is the way these things usually work, it was also when everything began to go horribly awry. Whiiiich takes us back to my unfamiliarity with playing inside Forge -- Why, fer fuck's sake, would you put the option to go into edit mode on the D-pad?! Yeah, very early on in the "3 teleports then drop onto the tiny platform" session, I actually had it. After a few under/overshoot attempts, I had it bang-on... ...and when I freaked out that I was coming down so close to the platform, and pulled hard on the left stick for a last-second course correction, I also smacked the d-pad. So there I am thinking I'd done it, when they point out the change in the targeting crosshairs. We look, and it turns out I was actually *frozen* just ever-so-slightly *above* the platform. (sigh, smack forehead) So I hit the d-pad again, come out of editing mode, and hit the platform. I mean it was ridiculously close, you can see the "unfreezing" in the edited video, it's like a couple inches. Now the problem with this is that it's possible to touch the platform, but die because you were coming in too fast. And we can't know if I really would've been ok in that goofed attempt, because coming into/out of editing mode apparently resets your velocity. Hence, the dq on that one. But damn, it looked and felt like I had it.
And after that, it all continued to come off the rails. Not sure I was that rattled by the edit-mode-misadventure, so much as Kerry was on top of his shiznit after that. He'd warmed up, and the rest is history.
Grenade shooting -- We were told we wouldn't get the point for shooting the other person's grenade. We were NOT told we couldn't shoot the other guy's grenade in an attempt to keep them from scoring... ;)
Mini-big-golf -- I had no idea I'd come that close to sinking it until we saw Jack's edit. Grr arg.
Ha -- one last bit of commentary to get ahead of. Somewhere at the end the recording I made some noise, bitching about how it was a shame Kerry & I were head-to-head in the first round (see previous journal entry), and phrased it something like "the top two vfx guys were put in the same bracket" or whatever. No drama here, thanks. We were THE *ONLY* TWO vfx guys on RvB when the tourney was put together, which was what I was talking about. But yeah, like I said before, at least it also guaranteed our team was going to round two no matter who it was...
And with that, I give a tip o' the hat to Kerry's mad cyberathlete skillz. Glad I had you worried there for a whole, what, couple minutes...? ;) Next time, Shawcross! Next tiiiiiiiiiiime...
And with that, it's back to crunch mode. ...how many days til we have to be done with RvB ep4?
6 years agoGray
6 years agoGray
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