a multi euphoria showcase as well as the most massive rdr2 edit ever created
[b][color=#ff0000][font=Comic Sans MS]THE ART OF VIOLENCE [/font]
[/color][/b][font=Tahoma][color=#00ff00][size=4][b]THE MOST MASSIVELY DENSE RED DEAD REDEMPTION 2 VIDEO EDIT EVER CREATED
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[font=Lucida Sans Unicode][color=#ffffff][size=4][center]THIS IS A COMBINED EUPHORIA RAGDOLL SHOWCASE FOR:[/center][/size]
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WERO[i][size=2]3.3 [/size][/i] [i](WESTERN EUPHORIA RAGDOLL OVERHAUL)
[/i][size=5]LLRO[/size][i][size=2]7.4 [/size][/i][size=5][i](LIVE LEAK RAGDOLL OVERHAUL)
[/i][/size][size=5]AEM[/size][size=2][i]1.5[/i][/size][size=5] [i](AUTHENTIC EUPHORIA MOTIONS)
[/i][/size][size=5][i] [/i]CERR[/size][i][size=2]1.08[/size][/i] [i](CINEASTIC EUPHORIA RAGDOLL REWORK)[/i][font=Lucida Sans Unicode][color=#ffffff]
[/color][/font][b] RAREP[/b][i][size=2]LATEST [/size][/i][i](REMADE AND REDONE EUPHORIA PHYSICS) [/i][font=Lucida Sans Unicode][color=#ffffff]
[/color][/font][size=5][b] RERO[/b][i][size=2]LATEST[/size][/i] [/size][i](REALISTIC EUPHORIA RAGDOLL OVERHAUL) [/i][font=Lucida Sans Unicode][color=#ffffff]
[/color][/font][i]TWO AND A HALF MONTHS OF INTENSIVE PRODUCTION ON THIS, MY LAST AND GREATEST EUPHORIA RAGDOLL SHOWCASE [/i][font=Lucida Sans Unicode][color=#ffffff]
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Almost 40 folders of thousands of different types of recorded shots, all glued together precisely to create a truly original experience. I made sure not a single shot was from the gameplay perspective. The camera is focused on the player in 3rd person as they take shots, then a series of other shots are used to complete each sequence. To pull this off I cloned, renamed, hijacked, and made a bodyguard of the player, while I went into ghost mode - then spent days recording them in different locations and scenarios - recording everything up to the muzzle flash. Weeks were spent recording the accompanying shots - then after about a month of recording what are more than 8,000 different clips it was time to fuse them together according to the players location, weapon type, and target. Hundreds of transition shots thrown in between to create a momentum intensive flow. To give it a unique presentation the content was recorded between 10 and 30 percent game speed, then speed up at different intervals in post editing.
Something as simple as a target going down usually involved 4 to 5 different speed changes which would emphasize post gunshot reactions without delayed falling or anything that felt inorganic. When you slow down the gameplay a number of audio challenges present themselves - I soon found myself involved in the process of completely re-recording and placing all audio elements manually - then professionally mixing them by separating into discrete audio channels - finally in the mastering phase came the time intensive task of adding the correct amount of compression to each individual gunshot, assigning reverb and analogue delay according to how much echo there would be where they shot the person. Many of the gunshots and FX sounds were taken from real guns and explosions. Real weather and environmental ambience were used in place of much of the game audio.
The audio editing phase took as much time as the visual work, ensuring that the correct amount of ducking was applied between the music soundtrack, ambience, and FX audio tracks.
I manually anchored each gunshot to the timeline so that I could speed up the shots without effecting the sounds of the gunshots - the anchored gunshots were overdubbed and most are comprised of 6-8 layered gunshots (or parts of gunshots) to give every gunshot a unique sound - a quick smooth snappy sound that wouldn't clash with the rest of the audio (in some of my videos the gunshots are loud and poppy, which I noticed scared my dog, I tested the final mix to ensure it was not stressful to the animal).
This was ready to release a month ago, and each gunshot was synched to a custom picked set of music tracks - unfortunately, minutes before the release I as informed that much of the video was blocked due to copyright issues with the particular artist and songs - this led me to begin rescoring this from scratch, completely rearranging the flow of the entire project. I realize that because of the way YouTubes AI algorithm views my content that next to nobody will ever see this - this is one of the reasons this is my last major production - but despite that I wanted this to be perfect - even if I am the only one who ever sees it.
The last phases of post-production involved encoding the visuals using frame interpolation and going back and forth between frame sampling and optical flow in the encoding process. The end result was a visual feel that flows and organically transitions between each scene or action - giving a unique presentation of Red Dead Redemption 2 never experienced in any released content by anyone to date