THE FILE IS HUGE

She threw down the file. “I give up. Go ahead without me. It’s going to take me all night to go through these.”

Sherlock sat at his microscope with his back to her, examining the thin slice of suspect seed. “Come Watson, you can do it. I have faith in you…”

She sighed and picked another file from the huge stack beside her.

He muttered under his breath, “ …never going to give you up…”

Surprised, and not sure she’d heard correctly, Joan looked up from the file and listened.

“…. never going to let you down…”

Her brows knitted and she turned her head towards him.

“Never going to run around and desert you…” his voice was low but the words were distinct. Joan stood up and walked two steps closer to him.

He continued, “Never going to make you cry … never going to say goodbye….”

She stood over him, arms crossed, staring in disbelief. He became aware of her glare and slowly tore himself away from his specimen; his eyes traveled up her body to her incredulous face.

“Did you just Rick Roll me?”

He grimaced and half apologetically whispered, “Never going to tell a lie and hurt you?”


Back from the happiest place on earth!  To sorta quote Jim Moriarty, “"Did you miss (the stupid fics from) me?”

08.05.16

So after the feat of climbing Mount Snowdon yesterday, I slept for 9 hours into the afternoon and am now trying to get on with work for my FMP! Our deadlines are all fast approaching so there isn’t really time to take a break. My Macbook arrived on the Friday before my climb and has been a huge help with regards to getting my illustrator files and photoshop images done. 

Stay hydrated! London is uncharacteristically warm today, but I like the breeze that’s accompanied it. Sadika x

noelli  asked:

How do you access the videos that you have to edit for Jack? Like some of those video files must be huge... how on earth do you send them to each other? I've been struggling to find a reliable way to send multiple large video and audio files to people over the internet and I feel like you would be the person who would know/have experience in such things =D

We just dropbox it. He puts it in a shared folder on his end and it syncs over to me, and vice versa. Raw files (cam, game and voice) are usually between 15 - 30 gb per recording, and finished videos like 2 - 4 gb. So with a good internet connection, it’s no problem :)

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Second @snkminibang drawing for @commodorecliche​‘s Jeanmarco supernatural fic! 

I’ve been looking forward to this one for AGES and it’s incredibly well though out. It uses a REAL visual impairment so cleverly and there is just so much going on you need to. read it.

Blindsight

After a car accident claims Marco’s life and leaves Jean with a traumatic head injury, from which he mostly recovers, Jean is just trying to pick up the shattered pieces of his life. But on top of having to deal with the loss of his husband, Jean begins to gradually lose his sight: a late onset symptom of the cortical damage he’d suffered from the crash. As his vision of the world around him steadily fades, Jean begins to see that there’s more lurking in the shadows of our periphery than we know.

In a shadow realm of otherworldly entities and lost souls, Jean is manages to reunite with the love he lost, while learning that nothing everything in the shadows is friendly.

I wanted to do a more faithful adaptation of the Hierophant for Solas after Trespasser. It is lazy and not done, but all of my caring-about-that has been pushed out by how much I hate hands. And also feet, but I didn’t draw the feet because of the aforementioned apathy.

Fate/EXTELLA: The Umbral Star - Localization Blog #1

Word by Word: The Journey Up Fate Mountain 

Hi everyone, Ryan here. Sorry I haven’t blogged in a while, but I’ve been busy running the localization of Fate/EXTELLA, among a few other projects.

Of all the localization projects I’ve been a part of, going all the way back to Suikoden V, I can safely say that Fate/EXTELLA has been both the most challenging and the most rewarding.

The Fate series, mainly written by Japanese author Kinoko Nasu, has always been known for its distinctive literary style. Its volumes of dialogue and description are flush with poetic turns of phrase, references to world history/mythology/fiction, and, after over a decade’s worth of material, callbacks to the series’ own well-established lore. Extella, despite being an action game, boasts enough text to fill a good-sized RPG, all in that same distinctive style. Looking at those huge, oblique script files for the first time felt like looking up a sheer, looming cliff face, with just a rope and pickaxe in hand.

As we started climbing that cliff, we encountered lines that made the whole office scratch their heads. One of Tamamo’s lines, for example, has her say (with the context of having just been lightly wounded), “この程度の痛み、馬耳東風に糠に釘、焼け石に念仏ですよーだ。” — which literally translates to, “For this level of pain, it’s quite useless to turn a deaf ear and I’ll just pray to Buddha on a hot stone.” Several native Japanese speakers came together to ponder that one, eventually puzzling out that the line was a deliberately mangled mishmash of three different Japanese idioms, all referring to doing something foolish and futile. In our rough draft of the English script, bits and pieces of which appeared in the E3 demo, we edited this line to, “Is that the best you can do? You haven’t got a prayer!” That conveyed the same message, and included some of the same imagery, but departed from the style of the original line. To get the same point across without losing that style, we eventually came up with, “You might as well try to push a boulder through the eye of a needle, uphill both ways!” Similar lines appear throughout the script, including entire dialogue trees revolving around Japanese puns. In each case, we’ve done our best to convey the intended meaning while staying as closely as possible to the original line’s tone and tempo — while also making each line sound “in character.”

We’ve said it before, but one of the most important aspects of any good localization is, of course, preserving each character’s “voice,” their own unique speaking style and personality. Ten different characters can express the same message ten different ways (or 108 different ways, if you’re working on a Suikoden game), and ideally, a reader who knows the characters should be able to look at a particular line, without its name tag or character portrait alongside it, and be able to tell which character said it. Since part of Fate’s central premise involves a variety of historical and mythical figures coming together to battle, each character comes from a very different time and place, with a different cultural background, outlook, and set of goals and desires. Nero, one of the main characters, tends to speak in regal proclamations, treating everything she says in public like a grand performance, while being only slightly less extravagant in private. Tamamo, a legendary fox spirit known for cozying up to powerful rulers in order to corrupt them, speaks in playful, whimsical tones, while also using somewhat elevated speech to reflect her high-class station. Altera, a self-described “killing machine,” speaks the way she fights — with clipped, precise efficiency — except in those rare moments when she opens up. Gawain speaks as befits a noble knight of chivalric romance, Iskandar (aka Alexander the Great) roars with laughter at the thought of a good fight, and Gilgamesh, arrogant to the core, never hides his contempt for the “mongrels” around him.

Keeping those characters’ personalities front and center is especially critical when the characters are giving exposition, which — again, true to the series’ roots — they often love to do in this game. The more elaborate the lore, and the more critical it is to the events of the story, the more time the characters have to spend explaining it, which can bring any story to a halt if it’s not handled carefully. The key to presenting exposition successfully, and making the player care about it, is to convince the player that the characters care about it first and foremost. To that end, we did our best to illustrate the characters’ emotional states, couching the exposition in conflict, excitement, passion, and humor (when warranted by the original script, of course) whenever possible.

It hasn’t always been easy, and it’s taken about ten months from start to finish, but seeing it all come together — that’s been our reward. Little by little, we’ve seen our work integrate with the original game, joining with the music, Japanese voiceovers, camerawork, visual effects, and gameplay to help create a powerful gaming and storytelling experience. We’re all proud and honored to have had the chance to contribute to a series as well loved and respected as Fate, and we hope we’ve done it justice in the eyes of the fans.

We also hope that all players, Fate fans and newcomers alike, enjoy the journey through the characters’ struggles and adventures as much as we do. Fate/EXTELLA launches in North America for PS4 and PS Vita in January 17, 2017.

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Looking at French phrases makes me glad I chose Spanish

It’s a little late, but here’s my Valentine for Blanket Guy, who I nickname Willow. It’s a 4koma, read in this order:

And then a pencil sketch, because those sooth me.

Anyway. @poisonappletales

For Blanket guy! Happy Valentine Day! I’m happy to be your kitten ♥ So I hope you don’t mind if I consider you my bunny?

So please continue to be my prince charming! Let’s make beautiful memories together! I’m all yours~