andiguinness: The Girlfriends 4 Ever DLC prerelease postmortem. Part One. So, the Girlfriends 4 Ever
andiguinness: The Girlfriends 4 Ever DLC prerelease postmortem. Part One. So, the Girlfriends 4 Ever DLC finally has a release date. I’ll be honest, and I say this as a member of the crew, I’m not the only person who is thankful this two-year saga in creating the longest-developed DLC is finally over. It has been fun watching it develop, but I’m grateful that we can finally put this couple to bed (for now). Still, you folks would like to know what happened on my end of the story, don’t you? Well, prepare yourself, for this story’s a bit of doozy. In fact, this is only the first part of three. Two and Three will come Wednesday and Friday. Spurts and Silence: Or, the workflow of miro. Or, how I became the DLC script writer. I respect miro a ton. He’s done a lot more work than the rest of us in making something fantastic. But I guess it goes without saying that his development process was a snail’s pace. Even miro admits it was way too slow, and he intends to resolve this with a new workflow. So I’m kind of beating a dead horse here. However, it’s still necessary to understand that aspect to explain how I got to become the DLC script writer in the first place. Let’s rewind to…early July 2014. Yeah, that far back. In late June, miro posted a contest in the DLC thread asking writers to pen their ideas on what Sayako and Tara would say in their dialogue for the DLC. Back then, I was only beginning my collaboration with JimJim on our story, Emily’s Negotiation, and had just begun editing work with Lady Adara on Hibbli’s stories (the latter of which is a lot more work than you think, especially given it’s a non-native speaker I’m copyediting). I just started a new job, and had begun looking for a new place to live now that I had a salary. I had noticed that miro posted this contest only a couple days before its deadline. I wanted in, but I panicked. After anxiously messaging miro on the Affect3D forum about details, I had to rush to write something that was quick, memorable, and sexy. I had to rewatch G4E a couple times to remember how Tara and Sayako actually talked. This is something important to remember, because when you write a script based on existing material, consistency matters a shit ton. You can’t just write your own fantasies in there. After spending some time, as the hours closed in, I scribbled out something that I thought could work for what would become the opening dialogue for DLC 1. Then, silence. At first I thought I failed, and miro picked someone else, but there was nothing on the forums to truly indicate that. Over time, I forgot about it, and moved on. Flash forward to early December 2014. I’m busy working on scripts with Adara, talking with another writer (Camille Juteau) about her work, and beginning the layout process for Emily’s Negotiation. Just as I was about to head to the office on a somewhat cold day, I get an email notice…from miro. A simple “hi there,” followed by a simple statement liking my version of the script but needing revision, and he wanted me to continue working on it, offering to pay. I was so excited, I barely worked that day. Still, this email would begin a somewhat grueling three weeks that would ultimately result in a new script, a new direction for me, and a better future for everyone at Affect3D (I hope). Then silence. Of course, as I’ve said in the past, part of the reason progress occurred at such a slow pace was because not only did miro have this project going on, but he was also running the site, which is now a player in the 3DX scene. Another epiphany on the cause of delays occurred to me recently in this discussion. The initial script: Or rush job, somewhat defined. When I speak about the initial script, I’m not talking the whole thing you will hear, mind you. All entries were basically the opening dialogue in what is now DLC 1, which leads to Sayako sucking her own cock. The initial work was done in about 30 minutes, give or take 10. Not exactly my finest moment, but I still thought I did an okay job. At the same time, there were some moments of weirdness that ultimately got cut. Here are some choice cuts from the original opening dialogue that, in retrospect, look off: “Sayako: “It’s just…I’ve never thought of it before.” Tara: “WHAT.“ She extends her arm like that Picard meme, waving it up and down. “It just seems so obvious! I mean, if I had discovered I had a dick that big, I’d be going balls deep on myself by now, maybe roll around like a pinball.” Sayako: Furrowed brow, “You have a very vivid imagination, Tara.” As you can see, while it was a good try, there was some attempt at humor that just came off as completely weird. I don’t even what I was even trying to say with that idea. Pinball? The fuck was I even thinking there? “Sayako thinks for a moment. “All right. But I’ll need a little help positioning myself. And by the way, why do YOU want me to suck my own cock?” Tara: “I don’t know. There’s just something so…thrilling about seeing someone be able to fuck themselves. To surrender to your lust so wholly. And it just shows how confident and happy you are about yourself."” I struggled with explaining Tara’s reasoning. While we do have a bit of history and lore for her, there’s not a lot out there for her to really say something that is specific to her character. More importantly, it was a little long-winded. I’m…not exactly the most concise writer you’ll ever meet. A combination of cultural background plus a job where I should aim for being above a word count than below it tends to play towards being a little lengthy. That said, a lot of the ideas stuck, and some actually influenced the entirety of the scene itself. The end of the teaser posted earlier actually keeps a few parts of the original idea intact, particularly the “how do you taste?” bit and how Sayako finally goes over and does herself. This is something I’m particularly pleased with. Anyway, this post has gone on long enough. Next time, on the postmortem: We discuss what worked with the script! Annnnd what miro didn’t like. Another spotlight moment for Andi Guiness, who I’m working closely with on the future of the Sin Sisters universe. But as you can see, he’s also involved in one of 3DX’s cornerstone franchises, namely Miro’s Girlfriends 4 Ever!We were talking earlier tonight and it occurred to me that he’s a huge part of why I got into this business in the first place. As you might recall me mentioning a few times, it was the G4E DLC1 teaser that triggered me to take the leap. Part of why it spoke to me so much was Miro’s stellar production quality, but I would be remiss if I failed to mention Andi’s contribution. After all, with Tara and Sayako and their saucy dialogue, and of course stellar voice actresses to bring them to live, would I have been as impressed as I was?Little did he realise that in working on G4E he contributed to me becoming a 3DX artist, and that it would translate into new projects entirely! -- source link
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