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These are the user uploaded subtitles that are being translated: 1 00:00:07,424 --> 00:00:12,800 Getting away with uninteresting artwork in atmosphere 2 00:00:13,056 --> 00:00:13,824 In Indy titles 3 00:00:14,080 --> 00:00:15,872 Is becoming increasingly more chal 4 00:00:16,640 --> 00:00:20,224 With over 8290 games launched on Steam 5 00:00:20,736 --> 00:00:23,296 1480 games launch Donuts 6 00:00:25,856 --> 00:00:29,184 It's really undeniable that you need to do everything in your power 7 00:00:29,696 --> 00:00:31,744 To stand out with a memorable looking feel 8 00:00:32,512 --> 00:00:34,816 And that's what I'm calling to stop and stare fact 9 00:00:35,840 --> 00:00:37,888 It doesn't mean your Game needs to be hyper realistic 10 00:00:38,400 --> 00:00:41,472 In fact it's quite the contrary in the indie game arena 11 00:00:41,984 --> 00:00:45,568 Some of the most memorable games with a stop and stare Factor include 12 00:00:45,824 --> 00:00:47,360 Almost childish artwork like 13 00:00:47,872 --> 00:00:48,640 Super Meat Boy 14 00:00:49,408 --> 00:00:50,944 And Untitled Goose game 15 00:00:51,456 --> 00:00:54,528 For some reason these games stood Out Among the crowd 16 00:00:55,040 --> 00:00:57,088 Not only because of the sticky core game Loop 17 00:00:57,600 --> 00:00:58,112 Previously mentioned 18 00:00:58,624 --> 00:01:02,720 Because something about the art Direction almost forced the audience to stop 19 00:01:02,976 --> 00:01:03,744 And stare 20 00:01:04,256 --> 00:01:04,768 And hopefully 21 00:01:05,280 --> 00:01:06,304 Eventually pull out their wallet 22 00:01:07,072 --> 00:01:08,864 Because we want to get your game done fast 23 00:01:09,120 --> 00:01:12,448 And ultimately secure Financial Freedom as a full-time Game Dev 24 00:01:12,704 --> 00:01:13,728 I'm going to give it to you straight 25 00:01:14,240 --> 00:01:17,824 You can achieve the stop and stare factor with some basic color theory 26 00:01:18,336 --> 00:01:20,896 Nobody proves the infinite value 27 00:01:21,152 --> 00:01:22,176 A proper color theory 28 00:01:22,432 --> 00:01:24,736 Like a pioneer of abstract art 29 00:01:24,992 --> 00:01:25,760 Wassily Kandinsky 30 00:01:26,528 --> 00:01:28,576 Kandinsky's art uses simple shapes 31 00:01:29,600 --> 00:01:32,160 Some of which look like they were drawn by a kindergartener 32 00:01:32,416 --> 00:01:33,952 Create something gorgeous 33 00:01:34,464 --> 00:01:34,976 Color theory app 34 00:01:36,256 --> 00:01:41,120 According to Kandinsky color is a power which directly influences the soul 35 00:01:41,632 --> 00:01:44,192 I'm not sure why exactly this is the case but 36 00:01:44,448 --> 00:01:45,216 It's definitely true 37 00:01:45,728 --> 00:01:47,264 Color to make your game pop 38 00:01:47,520 --> 00:01:49,056 And ultimately make it sell 39 00:01:49,824 --> 00:01:51,360 Color theory is amorphous 40 00:01:51,616 --> 00:01:52,384 Ever-changing 41 00:01:52,640 --> 00:01:53,408 Ultimately 42 00:01:53,664 --> 00:01:54,176 Its objective 43 00:01:54,944 --> 00:01:58,784 That said there are a few principles you should know about because they just work 44 00:01:59,808 --> 00:02:01,856 We're going to focus on these aspects of color theory 45 00:02:02,624 --> 00:02:03,392 First 46 00:02:03,648 --> 00:02:04,672 Let's talk about you 47 00:02:05,184 --> 00:02:06,720 Consider using colors that have 48 00:02:06,976 --> 00:02:07,488 Harmony 49 00:02:08,000 --> 00:02:10,816 Harmony can be complementary monochromatic 50 00:02:11,328 --> 00:02:12,096 Analogous 51 00:02:12,608 --> 00:02:13,632 Split complementary 52 00:02:14,912 --> 00:02:15,680 Medtronic 53 00:02:16,448 --> 00:02:21,312 You play with these types of harmonies on sessions. Edu / color calculator 54 00:02:22,080 --> 00:02:23,872 For example in my game pinstripe 55 00:02:24,384 --> 00:02:26,688 Purple and orange were my go-to colors 56 00:02:27,200 --> 00:02:28,224 This actually utilized 57 00:02:28,480 --> 00:02:29,760 The complementary Harmony 58 00:02:30,016 --> 00:02:31,808 Along with the monochromatic Harmony 59 00:02:33,088 --> 00:02:35,904 Purple and orange are opposites are complementary colors 60 00:02:36,160 --> 00:02:37,952 And also monochromatic 61 00:02:38,464 --> 00:02:40,256 And that I chose to use mainly purple 62 00:02:41,024 --> 00:02:42,304 With small popsicle Orange 63 00:02:43,072 --> 00:02:43,840 In my opinion 64 00:02:44,096 --> 00:02:46,656 Perfect split of two opposing colors 65 00:02:46,912 --> 00:02:48,192 Is actually less effective 66 00:02:48,448 --> 00:02:49,728 Catching a player's attention 67 00:02:50,496 --> 00:02:51,776 Meaning for pinstripe 68 00:02:52,032 --> 00:02:54,592 I didn't want to include 50% purple 69 00:02:54,848 --> 00:02:57,408 And 50% Orange in a single screenshot 70 00:02:57,920 --> 00:02:59,456 It was actually much more effective 71 00:02:59,712 --> 00:03:02,528 If the entire scene was bathed in a single color 72 00:03:03,808 --> 00:03:05,856 While its opposite color of orange 73 00:03:06,112 --> 00:03:08,416 Pop and small details throughout the world 74 00:03:08,928 --> 00:03:10,720 Now let's talk about saturation 75 00:03:10,976 --> 00:03:12,256 And its relationship to color theme 76 00:03:13,280 --> 00:03:17,120 In pinstripe not only did I use purple and orange is contrasting Hughes 77 00:03:17,632 --> 00:03:19,424 I extended that principle 78 00:03:19,936 --> 00:03:21,472 Decree opposing saturation 79 00:03:22,240 --> 00:03:25,056 Saturation simply means the intensity of a color 80 00:03:25,312 --> 00:03:29,408 Example ID saturated purple would be a very grayish purple 81 00:03:29,920 --> 00:03:32,224 Whereas saturated purple would be perhaps 82 00:03:32,480 --> 00:03:33,504 The color of grape soda 83 00:03:34,272 --> 00:03:34,784 Suddenly 84 00:03:35,040 --> 00:03:38,880 Because the purple is so much more desaturated in pinstripe 85 00:03:39,392 --> 00:03:41,696 Because of the highly saturated Orange 86 00:03:41,952 --> 00:03:43,744 To look much brighter and more vibrant 87 00:03:44,768 --> 00:03:45,536 Not only this 88 00:03:45,792 --> 00:03:47,584 All the world seems to have a personality 89 00:03:48,352 --> 00:03:50,144 In my case it made the game look sadder and 90 00:03:51,424 --> 00:03:54,496 Of course you don't need contrasting saturation all the time 91 00:03:54,752 --> 00:03:56,800 It's just a simple way to achieve a mood 92 00:03:57,056 --> 00:03:58,848 What time of day the temperature 93 00:03:59,104 --> 00:04:00,128 And maybe even a smell 94 00:04:00,640 --> 00:04:02,688 All right now let's talk about contrast 95 00:04:02,944 --> 00:04:03,712 And is relationship 96 00:04:03,968 --> 00:04:04,480 McCarthy 97 00:04:05,248 --> 00:04:08,576 In my experience the contrast between the highlights and shadows of your artwork 98 00:04:09,088 --> 00:04:10,624 Is actually the most debated aspect 99 00:04:10,880 --> 00:04:11,648 Color theory 100 00:04:12,160 --> 00:04:13,440 I'm Darren Aronofsky 101 00:04:13,696 --> 00:04:16,512 High contrast film Requiem for a Dream to the 102 00:04:16,768 --> 00:04:17,280 Faded 103 00:04:17,536 --> 00:04:18,303 Traumatic 104 00:04:18,559 --> 00:04:19,839 Low contrast approach 105 00:04:20,351 --> 00:04:21,887 I know this much is true 106 00:04:22,655 --> 00:04:23,167 Contrast 107 00:04:23,423 --> 00:04:25,983 Trends swing wildly from decade to decade 108 00:04:26,495 --> 00:04:27,775 In the entertainment industry 109 00:04:28,287 --> 00:04:31,615 It really depends on the current trends and also the mood you're going to go for 110 00:04:32,383 --> 00:04:33,663 If you're looking to instill a sense of 111 00:04:33,919 --> 00:04:34,431 Calm 112 00:04:34,687 --> 00:04:35,455 Sadness 113 00:04:35,967 --> 00:04:36,479 Coldness 114 00:04:36,991 --> 00:04:38,271 Consider less contrast 115 00:04:38,527 --> 00:04:39,551 Shadows and highlights 116 00:04:40,319 --> 00:04:43,647 If you'd like things to feel happy exciting and striking 117 00:04:43,903 --> 00:04:45,951 A contrast between shadows and highlights 118 00:04:46,207 --> 00:04:49,279 Can actually do the trick I found that you can use contrast 119 00:04:49,535 --> 00:04:50,559 To enhance your marketing 120 00:04:51,327 --> 00:04:53,119 But not necessarily enhance 121 00:04:54,399 --> 00:04:55,167 What I mean is 122 00:04:55,423 --> 00:04:59,519 Because viewers have about ten seconds to get excited about your game trailer 123 00:04:59,775 --> 00:05:00,543 Before they lose interest 124 00:05:00,799 --> 00:05:03,103 It's good to show the most contrasting portion 125 00:05:03,359 --> 00:05:05,407 And also potentially bump up the contrast 126 00:05:06,175 --> 00:05:07,199 In your video editing software 127 00:05:07,711 --> 00:05:09,503 High contrast might be a good idea 128 00:05:09,759 --> 00:05:11,295 Just for your screenshots as well 129 00:05:11,807 --> 00:05:14,367 What's the player actually begins playing your game 130 00:05:14,623 --> 00:05:17,695 Because I have time to actually live in your world for several hours 131 00:05:18,207 --> 00:05:20,255 It's a good idea to build an atmosphere 132 00:05:20,511 --> 00:05:22,559 And that may require you to bump down 133 00:05:23,839 --> 00:05:25,119 Otherwise they might grow sick of it 134 00:05:25,887 --> 00:05:28,447 What are the greatest games of all time inside 135 00:05:28,703 --> 00:05:31,775 Has a fairly low level of contrast between highlights and shadows 136 00:05:32,543 --> 00:05:33,311 So basically 137 00:05:33,567 --> 00:05:36,127 Contrast between light and dark in marketing 138 00:05:36,639 --> 00:05:37,919 Is generally a good idea 139 00:05:38,175 --> 00:05:40,479 While doing so in your game is not necessarily 140 00:05:40,735 --> 00:05:41,503 The case 141 00:05:41,759 --> 00:05:43,295 I feel like I was cheating you out of it 142 00:05:43,551 --> 00:05:44,319 Huge aspect 143 00:05:44,575 --> 00:05:45,087 Color theory 144 00:05:45,599 --> 00:05:47,391 I didn't tell you about gradation 145 00:05:47,903 --> 00:05:53,023 Abbreviation of color is basically when one color slowly bleeds into another 146 00:05:53,279 --> 00:05:54,559 Is actually very popular right now 147 00:05:55,071 --> 00:05:56,351 Just look at Altos Adventure 148 00:05:56,863 --> 00:05:58,399 Or the Moody almost 149 00:05:58,655 --> 00:06:00,191 Twilight World Of Night in the Woods 150 00:06:00,959 --> 00:06:04,287 The human eye naturally gravitate towards shifting color 151 00:06:04,543 --> 00:06:06,591 Simply because for most of human existence 152 00:06:06,847 --> 00:06:12,991 The majority of what we saw in the world was actually a gradation that is we saw a shift from white to Blue in a hot summer 153 00:06:13,247 --> 00:06:14,783 Sky or maybe yellow. 154 00:06:15,039 --> 00:06:15,551 Purple on a 155 00:06:15,807 --> 00:06:16,319 Brisk autumn 156 00:06:17,343 --> 00:06:17,855 Humans 157 00:06:18,111 --> 00:06:18,879 Love gradation 158 00:06:19,391 --> 00:06:23,231 It's actually what ensures your game will feel like it's in a real place 159 00:06:23,743 --> 00:06:25,791 Indicates temperature time of day 160 00:06:26,047 --> 00:06:26,559 Weather pattern 161 00:06:27,071 --> 00:06:29,375 Will they get to this further when we start making our game 162 00:06:29,887 --> 00:06:36,031 For now just know that a gradual shift from one color to another cancer your players actually feel like they are in your world 163 00:06:36,287 --> 00:06:38,847 Does forcing them to stop and stare 164 00:06:39,359 --> 00:06:41,407 Really quickly I want to talk about atmosphere 165 00:06:41,663 --> 00:06:42,943 Thomas fear is defined as 166 00:06:43,199 --> 00:06:46,015 The pervading tone or mood of a place 167 00:06:46,527 --> 00:06:48,319 Situation or work of art 168 00:06:49,087 --> 00:06:52,159 I'd argue atmosphere is actually the most important aspect of 169 00:06:53,183 --> 00:06:54,207 From a marketing perspective 170 00:06:54,975 --> 00:06:58,815 Since marketing is in my opinion the hardest aspect of game development 171 00:06:59,327 --> 00:07:02,399 It's important to focus on Crafting a unique atmosphere 172 00:07:02,655 --> 00:07:04,191 Adventures the audience stop 173 00:07:05,727 --> 00:07:08,799 Obviously there are a million atmospheres that can be created 174 00:07:09,055 --> 00:07:10,847 Some of them are more popular than others 175 00:07:11,615 --> 00:07:15,455 Common popular atmosphere that seems to sell well as the horror atmosphere 176 00:07:15,711 --> 00:07:16,991 Founded games like resin 177 00:07:17,247 --> 00:07:18,271 Evil or Outlast 178 00:07:19,295 --> 00:07:22,367 These games include Dark Shadows subtle rolling fog 179 00:07:22,623 --> 00:07:24,159 Thunder is clouds in the distance 180 00:07:24,671 --> 00:07:25,695 Riverby sound effects 181 00:07:26,207 --> 00:07:27,487 Silhouetted figures roaming 182 00:07:29,279 --> 00:07:30,815 On the opposite end of the spectrum 183 00:07:31,071 --> 00:07:34,655 Peaceful and happy atmosphere can be created with a bright blue sky 184 00:07:34,911 --> 00:07:36,959 Absolutely no fog whatsoever 185 00:07:37,215 --> 00:07:38,239 An upbeat soundtrack 186 00:07:38,495 --> 00:07:39,775 And very little Reverb 187 00:07:40,287 --> 00:07:42,847 This is founded games like Mario or Banjo-Kazooie 188 00:07:43,615 --> 00:07:44,383 It's really up to 189 00:07:45,407 --> 00:07:47,455 Going back to our discussion of inspiration 190 00:07:47,967 --> 00:07:52,319 What kind of atmosphere do you want to live in for several months to several years 191 00:07:52,831 --> 00:07:53,855 As you develop your game 192 00:07:54,623 --> 00:07:55,135 Or perhaps 193 00:07:55,391 --> 00:07:57,439 You'd like your games will elicit multiple atmosphere 194 00:07:58,463 --> 00:08:00,511 East of a feeling completely different than the last 195 00:08:01,279 --> 00:08:05,887 Atmosphere and color theory are two of the most important aspects 196 00:08:06,399 --> 00:08:08,447 I'm ensuring your game find in audio 197 00:08:09,215 --> 00:08:11,007 Once you get someone to stop and stare 198 00:08:11,263 --> 00:08:12,287 You have their attention 199 00:08:12,543 --> 00:08:13,311 And hopefully 200 00:08:13,567 --> 00:08:19,711 You just landed a sale 14250

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