我是國榮。來自澳洲昆士蘭省,讀中學時成績非常好,分數已足夠在大學選讀任何一科。當時我希望成為一名醫生,因為可以幫助他人。我在新南威爾斯大學讀醫科,第一年是住在雪梨北區一個朋友家中,第二年入住大學國際宿舍,宿舍規定最少有半數是留學生,不是澳洲人。最先兩年結識了不少香港、新加玻、馬來西亞的朋友,與他們很合得來,不過最重要是入住宿舍後,便遇到了香港的流行歌曲。有一天我行經走廊時,聽到一些很悅耳的音樂,我便問同學這是甚麽歌曲及可否借給我欣賞,他便借了給我。我已忘記是Leslie還是Alan的歌,但肯定是其中一位。因為很喜歡這些歌曲,便到唐人街購買,後來一邊聽歌一邊看歌詞,因此慢慢地學識了很多中文字。
因為喜歡唱歌,所以在大學的同學活動,開始演唱中文歌,也曾參加香港學生會舉辦的歌唱比賽,參賽歌曲是「愛的根源」,結果獲得亞軍。我很清楚記得,國際宿舍為了文化交流,每年舉辦一次國際晚宴,希望不同種族的學生可以表演和分享文化。Leslie在一九八五年 唱Monica獲得獎項,那是一首我很喜歡的歌曲,所以在文化交流晚會我便選擇唱Monica。當時同學覺得很驚奇,我怎可能唱Monica。我是跟着錄影帶,學習他的舞步和唱歌技巧。我不停地在公眾地方練習,其他同學看到我很用心練習,也過來幫助我。在台上表演時有幾位同學為我伴舞,當晚演出非常成功。
一九八五年Leslie和幾位香港天皇巨星,來澳洲開演唱會。演唱會的主辦公司,需要義務司機,朋友問我能否當義務司機。我答應了,後來知道是當Leslie的司機。有一天他放假不用排練,我們便駕車往坎培拉,當日天氣多雲有微雨,甚麽也看不清楚,喝過咖啡後便離開,回程是Leslie駕駛,他的英語非常好,途中我們愉快地暢談,這次旅程對我來說是很重要的事情。
一九八六年Alan到來澳洲,我又當了他的司機。在他入住的酒店,介紹人在偶像面前,誤把我的名字說成河詠麟,當時在偶像面前我也不懂怎樣矯正。大約有兩年很多人以為我是河詠麟。他的四位女和音,知道我懂得唱他的歌,所以告訴了他,在排練那天他叫我上台一起唱。認識Leslie 和Alan兩位巨星,對我的影響很大,聽到他們的歌,和看到觀眾的反應,我開始對香港的歌唱發展很重視。
因為常常想着唐人街和唱歌,沒有用功讀書,因此醫科的第三年考試不合格,需要重讀,在一九八六年重讀了三個月便決定退學。
後來做了三份洗碗碟工作,還做了個多月砌磚的工作,我把工作一年多,所得工資儲起來,買了一張單程機票和帶了一千澳元,便到來香港發展。唯一的準備是問一個朋友能否到他的家中居住。他的父親很勉強地答應,但需要收租金。我甚麽準備也沒有,只是刻意買了一張單程機票,是因為不想遇到少許困難便放棄,返回澳洲。
初到香港時甚麼都不認識,沒有計劃,也沒有朋友。我最先是住在廣播道,但我的朋友不是在那裡居住,因為他還在讀書。初來時沒有事做,所以在外面逛了幾天,有一天意外地行到紅磡體育館,中門外有四名男士在吸煙,他們竟然叫我河詠麟。原來他們是Alan的樂隊成員,在一九八六年見過面,但相隔一年,竟然還可以記起我,這就是緣分。當時Alan正在為演唱會排練,他們帶我進去體育館,這樣便再見到Alan。一九八七年的演唱會是三十一場,我看了三十場。本來打算看足三十一場,但是有少許問題出現,因為我住的地方有規定,晚上十時半後便會關門,不會再讓人進出。但演唱會是不會這麽早便完場,每晚看完演唱會,我會行去尖沙嘴,然後再步行回廣播道,然後在公園外的石椅小睡,到五時公園開門便進去睡覺,但最終因捱不住,有一晚沒有去看演唱會。有一次Alan突然問我,今晚可否上台唱歌,我說當然可以,便成為他的嘉賓。我第一次表演Alan十分開心,但第二次他在台上介紹,有一個外國人,唱他的歌十分出色,當他呼喚河詠麟出場,因為我不在場,所以沒有出現。後來他問我為何沒有出現,我便向他解釋原因,他便安排我入住酒店,直到演唱會完結。所以便有第三次呼喚我上台,這是我第二次成為嘉賓跟他一起唱「朋友」,真是十分興奮。到八月他的生日會也有邀請我做嘉賓,其實每一件發生的事情都是有關係的。
後來我在北角僑冠大厦租了一間劏房居住,有一次從北角行到中環,看到一間職業介紹公司的招聘啟示,我便前往應徵。當時職員說我可以教英文,但我不是教師,他認為沒有問題,便介紹我到一間補習社工作。在補習社工作了幾個月,有一位同事看到一張電視台的海報,需要招聘 一個西方人,但要懂得說中文。我致電應徵,他是一位獨立經紀,我說沒有經驗和廣東話也不是很好,他說沒有問題。我便去見一位電視台女監製,她給我一段英文劇本,要我讀出來。因為很緊張,五分鐘都不能出聲,我跟自己說,不嘗試會後侮一生。那一段對白是警官責備下級,責備人一定是很大聲的,所以我便很大聲說出來。當時她正在做自己的事,沒有再理會我,但我的叫聲使她大吃一驚。因為沒有其他外國人給她選擇,她無奈地聘請了我,這套劇集需要兩個西方人,另外一位是當主角,從那時開始,便在電視台工作了二十年。
二零一四年九月我在N o w T V的一個音樂節目做嘉賓,在一間音樂室裡我和三位節目主持人,唱歌和談論音樂。到最近才知道,他們三位是100毛的老闆。到聖誕100毛找我拍攝雜誌封面,我不知為何找我拍攝封面,原來三位老闆是認識我的,只是我自己不知道。
二零一五年八月他們聯絡我,他們有一首歌,問我會否願意演唱,那首歌曲我很熟悉,歌詞十分口語化,應該可以學到的。但當時是星期五,表演是在星期日,只得兩天時間作準備,所以我很用心練習。舞台是有電視屏幕可以看到歌詞,但我盡量避免看電視屏幕,只是有需要時才看一看,便可以放心地唱。能夠上台非常開心,我可以扮了演一個角色,唱一首悅耳和有趣的歌,觀眾很熱鬧和興奮,真是十分難得。我知道這是一生一次,這不是自己可以做到,是他們給我機會。那首歌很受歡迎,而且登上了流行榜。聖誕節前他們聯絡我,表示將會舉辦總選,問我會否參加,我便欣然答應了。當天每位表演者,會有兩首歌曲,在十二月廿六日接到新歌,我從沒有聽過那首歌,是一首說唱歌曲,而且歌詞很陌生,對我來說十分困難,所以我不停地練習了四百多次。當晚表演由Now T V直播,有七十萬人觀看,想不到自己能夠獲得香港區最受歡迎男歌星獎,當宣佈我的名字時,極度開心,無人能想到,唱出真香港的歌曲,是由一個西方人唱出,可以感動到別人。這是天時地利人和,超乎現實,簡直是一個奇蹟。因為那首歌不是我揀選,是別人給我的,練習這首歌時眼睛常常都會充了滿淚水和很感動。
西方人在香港發展演藝事業是十分困難的,機會不多,只能扮演一些無關重要的角色,但我從來沒有想過放棄。五年前我計劃灌錄一張唱片,因為胃酸倒流,把聲帶灼傷,使我聲音變得沙啞,這件事使我非常懊惱,因為辛苦練習多年,卻發生了這個問題,後來我矯正了唱歌方法,問題得以改善,可以繼續唱歌,現在準備為唱片再進行錄音工作。
最近有很多關於少數族裔的事情出現在我身上 ,現在我為一個港台節目做旁白,是關於少數族裔在香港。他們在本地娛樂圈發展是十分困難,因為在一個有九成是同一種族的地方,看電視或電影,也是會看自己的種族,未必會看少數族裔。如果他們幾個人合作,做一個節目,然後在網上發放,是有機會成功。香港有很多少數族裔居住,有些人的中文比我好,他們也愛香港。
我心目中的香港人,是要做香港人做的事,吃香港人吃的食物,關心香港,不看膚色,希望他們也能說廣東話,最重要是覺得香港是自己的家,這便是真正的香港人。
I am Gregory. I hail from Queensland, Australia. During my high school years, my grades were excellent. They were good enough for me to enroll in any subject that I wanted to in university. At that time, I wanted to become a doctor because I could help others. I studied Medicine at the University of New South Wales. In my first year, I lived in my friend’s home located in North Sydney. During my second year, I lived in International House at the university. It was a rule for the school campus to have at least 50 percent overseas students. They cannot be Australians. I met a lot of Hong Kong, Singaporean and Malaysian friends in my first two years. I was able to get along with them very well. But what is most important was that after living in International House, I came across Hong Kong pop music. One day I was walking along the corridors and overheard beautifully melodic music. I asked my classmate what music he was listening to and if he could lend me the music to listen to. He leant it to me.
I have forgotten whether it was the music of Leslie or Alan. But I am sure it was one of them because I really liked that kind of music. I went to Chinatown to buy it. Eventually, I listened to the music as I read the lyrics. In turn, I slowly picked up a lot of Chinese characters.
I attended many different functions to perform Cantonese songs in university because I really liked to sing. I also attended a singing competition organized by the Hong Kong student association. The competition song was ‘Root of Love’. In the end I won second runner-up. I clearly remember International House wanted to organize cultural exchanges so they held international banquets each year. Their hope was for students from different ethnic backgrounds to perform and share their culture.
In 1985, Leslie won an award for singing ‘Monica’. It was a song that I really loved. During the international cultural exchange banquet, I chose to sing ‘Monica’. At that time my classmates were very surprised. How can I sing ‘Monica’? I followed the videos to learn the dance steps and singing techniques. I kept on practicing in public. Other students witnessed how hard I was practicing and came over to help me out. A few classmates became my accompanying dancers as I danced on stage. The performance that night was extremely successful.
Leslie and a group of Hong Kong superstars visited Australia to hold concerts in 1985. The concert organizer needed a voluntary driver. My friends asked me whether I wanted to be the voluntary driver. I accepted the offer. In the end I found out that I would become Leslie’s driver. There was one day when he was on break and did not need to rehearse. We drove to Canberra. It was cloudy and there was light rain on that day. We could not see clearly. After having a coffee, we left. Leslie was next to drive. His English was very good. During the journey back we chatted happily. The trip was very important to me.
In 1986, Alan came to Australia. I was also his driver. Our mutual friend misread my name as “Ho Wing Lun” in front of my idol during his stay at the hotel. I was not able to correct him at the time because Alan (“Wing Lun”) was my idol. Many people thought I was called “Ho Wing Lun” for around two years. His four back-up singers knew I was able to sing Alan’s songs. That was why they told him about it. During rehearsal day, he told me to sing with him on stage. Knowing superstars like Leslie and Alan had a great impact on me. To be able to listen to their songs and to witness the reactions from the audience led me to become interested in a singing career in Hong Kong.
I did not put in a lot of effort in my studies because I always thought of Chinatown and singing. Consequently, I failed my medical examinations in my third year. I had to re-take my subjects. In 1986, I re-took my studies for three months but then I decided to quit school.
In the end I juggled three dish washing jobs and also many months of brick laying work. I saved up a whole year of my salary and bought a one-way ticket to Hong Kong. I also carried $1000 Australian dollars on me. I then went to Hong Kong to develop my career. I only asked my friend whether I could stay at his place as preparation to living in my new homeland. His father reluctantly agreed but had to receive rent. I did not have anything equipped or prepared. I only purposely bought a one-way ticket because I did not want to easily give up when I encountered minor difficulties and return to Australia.
When I first arrived in Hong Kong, I did not know anything. I did not have any plans. I also did not have any friends. Initially, I lived in Broadcast Drive but my friend did not live there because he was still studying. I did not have anything to do at first. That was why I hung around Hong Kong for several days. One day, by coincidence, I came across Hung Hom Coliseum. At the entrance, there were four men smoking. They noticed me and surprisingly called out “Ho Wing Lun”. They were, in fact, members of Alan’s band. We have first met in 1986. Surprisingly, they remembered me after a whole year. That is called fate. At that time, Alan was preparing for his concert. The four men brought me inside the Coliseum. I saw Alan. There were 31 shows in his 1987 concert. I watched 30 of them. I intended to watch all 31 shows but there was a slight problem. There were rules at my guest house. After ten thirty each night, the door to the home will be locked. Nobody was allowed to enter or leave the house. But concerts do not end so early. So, after watching each concert in the evening, I would walk to Tsim Sha Tsui and then walk back to Broadcast Drive. I would sleep on the concreate seats outside the park. When the park opens at five in the morning, I will go in and sleep. Eventually, I was unable to handle it. One night I cannot watch a show. Once Alan asked me “Can you sing on stage tonight?” I told him “Of course I can.” I became his special guest. Alan was extremely happy when I first performed. By the second show, he announced that: “There is a westerner who can sing my songs very well.” He called out my name “Ho Wing Lun!” But because I was not at the scene, I did not show up. Eventually, he asked me why I did not show up. I explained my reason to him. He then arranged a hotel for me to stay at until the end of the concert. That was why he was able to call me out the third time! That was my second time as special guest singing “Friends” with him. It was exhilarating. In August, he introduced me as a special guest at his birthday party. Actually, everything happens for a reason and everything is interconnected.
Soon after, I rented a tiny flat at a building in North Point to live in. I walked from North Point to Central once. I came across a recruitment agency looking to hire. I went in to give it a shot. At that time, the staff said I could teach English but I was not a teacher. The staff said it was not a problem and introduced me to work at a learning center. After working there for a few months, a colleague saw a TV station’s poster. They were looking to recruit a westerner but that person needs to be able to speak Cantonese. I called to give it a try. The person who answered was an independent agent. I told that agent I had no experience and my Cantonese was not very good. The agent told me it was not a problem. I went to see the TV station’s female producer. She gave me an English script and wanted me to read it out. I was so nervous that I did not utter a word in five minutes. I told myself, if I do not try, I will regret it for life. The dialogue depicted a police telling off a subordinate. When you tell someone off, you must be very loud so, I read my lines out very loudly. At that time, the female producer was doing her own work and did not care about me but because I was so loud, I frightened her! As there were no other westerners for her to choose from, she had no choice but to hire me. The TV show required two westerners. The other westerner played the main character. From then onwards, I worked at the TV station for twenty years.
In September 2014, I appeared as a guest on a NowTV music program. I was in a band room with the three show hosts. We sang and discussed music. Only recently, I found out that they were the Founders of 100 Most. When it was Christmas, 100 Most invited me to appear on the cover of their magazine. I did not know why they wanted me to do it – only to find out that the Founders of the magazine already knew who I was! It was just me who did not know that.
In August 2015, 100 Most contacted me and asked me whether I wanted to sing this particular song. I was very familiar with the song lyrics. The lyrics were very colloquial. I should be able to learn it. It was Friday. The performance was on Sunday. I only had two days to prepare for it. That was why I practiced very hard. The stage showcased the lyrics. But I tried my best not to look at them. I would only glance at them when I needed to. I felt more confident and assured as I sang.
I was extremely elated to be able to perform on stage. I can play a role singing a wonderful and amusing song. The audience was super warm and excited. It was a moment to be treasured. I know this can only happen once in my life. It cannot be done by myself. It is because I was given a chance by 100 Most. The song was very popular and hit the charts. Before Christmas, 100 Most contacted me and expressed that there would be a final election of the songs. They asked me whether I would like to participate. I was more than happy to give it a try. On the day of the show, each contestant would have two songs.
On the 26th of December, I received the new song. I have never heard of the song before. It was a rap song. I was very unfamiliar with the lyrics. I found them very difficult. That was why I kept practicing it for more than four hundred times. The show was broadcasted live by NowTV. Around seven hundred thousand people watched the broadcast. I cannot imagine winning the Best Hong Kong Male Singer. When my name was announced, I was extremely delighted. Nobody can imagine that a westerner was able to sing a song about ‘real Hong Kong’. It can touch people. It was something that happened at the right place and at the right time. It was also surreal and a complete miracle. It is because the song was not selected by me. It was given to me by others. My eyes were often wet from practicing this song. I was very touched.
It is very difficult for westerners to develop their artistry in the entertainment industry. Chances are slim. They can only play roles that are irrelevant and unimportant. But I never thought of giving up. Five years ago I planned to record my own album. But because of stomach acid reflux, my vocal chords got damaged. My voice became hoarse and coarse. It brought me a lot of frustrations because I have worked hard for many years. Then this happened. I then amended my singing techniques and the issue improved significantly. I was able to sing again. I am now working on re-recording my new album.
A lot of ethnic minority issues materialized around me as of late. I am currently the voice over for a RTHK program about ethnic minorities in Hong Kong. It is very hard for them to develop their career in the local entertainment industry. It is because when 90 percent of the people share the same skin color comes together in a particular place, those watching TV or film will tend to watch people of their own skin color. They may not watch ethnic minorities. If a group of ethnic minorities work together to create a program for the web, it may work out. There are a lot of ethnic minorities residing in Hong Kong. Some of their Chinese is better than mine. They also love Hong Kong very much.
‘Hong Kongers’, to me, are people who need to do things ‘Hong Kongers’ do. Eat Hong Kong food. Care about Hong Kong. And do not look at skin color. I hope they can also speak Cantonese. Most importantly, they should regard Hong Kong as their home. Then, they are ‘real Hong Kongers’.
同時也有3部Youtube影片,追蹤數超過7萬的網紅陳葦璇Kira,也在其Youtube影片中提到,陳嘉茵 Kayan Chan YouTube: https://www.youtube.com/channel/UCxx_PTvoBKfkiIo9K6AWKlw Facebook: https://www.facebook.com/kayan.chan.58/ Instagram: http://i...
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🎬 Credit-
Actor1: 河國榮
Actor2: 薑檸樂
Director: 周柏康
Producer: 蔡樂炘
DOP:梁炳權
PM/Sound:李銘基
AD/Editor :蕭志文
Music : 林子揚
Campaign Production House: LorraineChoy Production
Agency:
L Concept
Video Production House:
Connect Creative
Special Thanks-
Hotel Ease ‧ Tsuen Wan Hotel Ease
旭逸酒店‧荃灣
iSight Optometric Eye Care Center
Create & Yay
Copyright at Hong Kong Social Enterprise Challenge 2017
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"橫尾先生你傾向於在你的遊戲中有個悲傷的結局(除了《尼爾 自動人形》),這是為什麼呢?
橫尾:我想啊,玩家在遊戲中的旅程中殺了那麼多的敵人,但自己卻迎來了一個Happy Ending,這很奇怪,所以我之前遊戲的主角都有著不幸的結局,我覺得對他們來說有個Happy Ending是不對的。
不過對《尼爾 自動人形》來說,對2B和9S來說,從被給予生命,他們殺了很多人,但也被自己殺了很多,很多次,有著無數次的輪迴。我認為這已經把他們殺死敵人的罪給贖了,幸福結局對他們兩個來說更合適一些。"
【尼爾:自動人形】是好遊戲,2B很可愛~
Talking To Yoko Taro, PlatinumGames' Takahisa Taura, And Composer Keiichi Okabe About Life, Death, And Opportunity
This interview with《Nier: Automata》director Yoko Taro and PlatinumGames' designer Takahisa Taura was first conducted in March of this year. Square Enix then offered gameinformer another chance to talk with Taro again, this time with Keiichi Okabe to speak more about the game's creation, music, and design philosophies and we are taking this opportunity to combine both until-now unpublished interviews together.
At the start of the first interview, Taro Yoko, whose pen name is appropriately Yoko Taro, was surprisingly quiet. He took a gulp from a bottle of Diet Pepsi and looked me straight in the eye to say something. I myself looked to the translator, who laughed at whatever Yoko said. She began "Yoko-san wants you to write about how expensive the food and drinks are here, if you can. He says it's way too much."
[The following interview contains some spoilers for Nier: Automata, including the game's final ending.]
With Nier: Automata, you guys won a Game Developer Conference award. How do you feel about that?
Yoko: We heard it was a user's choice award where the players themselves select the winners, so I'm just really happy that the players have selected our game for winning the award.
How did PlatinumGames and Yoko-san first meet on Nier? Why did you decide on that project versus something like another Drakengard or a new IP as a whole?
Taura: I loved the previous Nier title, I was actually went to Square Enix saying "Please let us create a Nier sequel, because you haven't done anything with it for a long time." At the same time, there was coincidentally Saito-san, the producer for Nier: Automata, talking with Yoko-san that they wanted to do something together. It just so happened that it was the right time, right place and we met for the first time when we started this project.
When you started working on the Automata, did you know what it was going to be? Did you have an idea in your head of what a Nier sequel would look like after the first game?
Yoko: Not at all, I had no ideas for a sequel in mind. When I first heard that we might do a collaboration with PlatinumGames, the image I had of them is that they only create Sci-Fi action games. When I thought of that, I thought of what part of the Nier storyline might fit in with that Sci-Fi action gaming sequence, I selected the themes for Automata because I felt it just fits in with the PlatinumGames style.
PlatinumGames has a reputation for fast, often-challenging action games, but Nier: Automata is a lot easier. Was that intentional to keep it closer to the first Nier or perhaps a consequence of trying to make PlatinumGames action more mainstream?
Taura: That's actually exactly the reason why. Saito-san from Square Enix told us when the project started that, since the original Nier has a lot of female fans and a lot of non-action gamer fans, to make the game as fun and accessible as possible to people who aren't accustomed to playing difficult action games. We always thought of making the game into something that's fun to play for newcomers to the action game field, but also to the more experienced players as well.
One of the usual tropes of PlatinumGames is that, as the game goes on, it tends to escalate more and more to an explosive finale. Nier: Automata kind of messes with that formula a little bit by Ending A being a little bit more subdued and low-key and then goes up again and again until it finishes with endings D and E. Is that something you had to work with Yoko-san about, where the escalation and pacing would best fit the gameplay?
Taura: In terms of like a climax or increasing the difficulty level toward the end, it's not that different from our other titles, or at least we didn't feel like it was that different. The one major difference was that this was the first game that I've at least worked that had the leveling up element in it. So as long as you level up your character, the boss would be easier to defeat, but if you don't, then some of the enemies toward the end of the game would be very difficult. For me, the balancing between the difficulty level of stages and bosses versus the levels the player might be was the difficult part in creating this game.
One thing that we really had it easy with in this game is that Yoko-san's scenario and Okabe-san's music, once it's mixed into the battle, makes a really menial and indifferent battle sequence suddenly becomes this dramatic and grandiose battle with everything at stake, so I felt like that really helped elevate our battle sequences as well. We did have an easy time thanks to that!
With Automata, you started appearing at press conferences and as part of the marketing of the game, whereas previously you never did that. When you appear in public, you have been wearing a mask of Emil from the first Nier title. Why Emil specifically?
Yoko: Hmm. One of the answers I can give is that, and I do have a little more that I want to elaborate on, is that for one Emil in the previous title is just a strong character on its own, so it's more like an iconic image or character for Nier as a series. Another part of the answer is that Emil actually holds a great secret of the part of the Nier world and it's not all revealed with the games I've created so far. I'm not sure if I'll have an opportunity to disclose that secret, but if I do, I might one day create a game that delves more into why it's Emil and why I continue to wear Emil's mask.
I don't know if either of you can speak to this, but the trailers for Nier: Automata were a little misleading. They showed A2, who you play as late in the game, but with short hair, so she looked like 2B. Was that something you decided, to show those scenes but not make it clear who it was?
Yoko: There were trailers like that?
There was one specifically showing A2 fighting Hegel like that.
Yoko: Ahh, yeah. There's no reason! We weren't trying to hide A2 or mislead anyone, it just happened to work out that way.
Taura: We made so many trailers at some point we kind of didn't care what we showed.
Oh, wow, that's going to shock a lot of fans in the Nier community. People really believed in the theory that you were hiding A2 in plain sight the marketing.
Yoko: Haha, but it might not be the correct answer. Like Taura-san said, we made so many trailers that we can't remember them all, so I'm definitely happy to take the credit without remembering why.
Taura: Yeah, let's say we intentionally did that. For the fans. It might be true.
Yoko: But I can say, in one of the trailers is A2 fighting one of the Engels, one of the big robots. She actually has long hair in the trailer, but in the actual game, it's after she cut her, so she would have had shorter hair. That one was actually intentional, because we did not reveal before the game that A2 would cut her hair, so we actually made a scene specifically with long-haired A2 to take that trailer. So that's that shot was kind of a lie.
In the Automata DLC, the CEO of Square Enix Yosuke Matsuda, as well as PlatinumGames boss Kenichi Sato, are boss fights. Where did that idea come from and how did you get them to approve it? How did they react when you asked them?
Yoko: Haha, oh yeah.
Taura: The development team went to Square Enix and said "Please let us use him in our game!" Their reaction was initially saying "Uhm, are you sure you want to?"
We were thinking for a while of what we could do with the DLC, because we didn't have a lot of time to develop it, so we wanted to do something fun with it. When we were thinking about it, we saw that Final Fantasy XV used a character model of president Matsuda in one of their marketing assets. When Yoko-san saw that, he reached out and asked if maybe we could use that in the game at Platinum. We said that, if we get the character models, we could definitely use them for something in the game. We reached out to Square Enix and they gave us the model and we were able to use that character model for a boss fight.
If it was just that you were able to fight the CEO of Square Enix, then it would have just been the same as what Final Fantasy XV did, so we had to think of ways to spice that up even more. So we had PlatinumGames' CEO Sato-san appear in the fight as well. We also included background music that arranged their voices, we included their voices in the music, just to add a little bit more and beat out Final Fantasy XV. That BGM track is Matsuda-san and Sato-san's debut single. We didn't even get permission from them, so it's an unofficial debut single, and those are much rarer.
Speaking of crossovers, did you know that Nier fans have been trying get Katsuhiro Harada of Bandai Namco to put 2B in Tekken? Is that something you guys would want to do? [Note: This interview was conducted before 2B was announced as a Soulcalibur guest character.]
Yoko: For us, if we were asked, we would gladly say yes to anything for money. We're open to any kind of opportunities for anything, ever. Even if it's Candy Crush, if they want to use 2B, we will say yes, please go ahead and use her.
Actually, speaking of doing anything for money, you've never created a direct story sequel before, they've all been loosely tied together and many years apart. Saito-san has already said there will be another Nier game, if the characters are popular enough, would you create a direct sequel to Automata or would you change the characters and location again?
Yoko: I haven't thought about it once! Taura-san, where would you want to create a new game?
Taura: Actually, when I brought my concept document to Square Enix about a Nier sequel, I wanted to write a story about that prologue portion in the first Nier game. You know the beginning of the game, where you're kind of in Tokyo, in an area that's more modern? I kind of want to delve into that storyline a little bit more. So if I'm allowed to create a new Nier title, that's what I want to create. But that's just me speaking as a fan of the series, so I don't think that will actually happen officially.
Yoko: When I actually heard about that idea from Taura-san when we first started this project, I felt that it would be very difficult to make a modern recreation of Tokyo because it's the city that we constantly see every day. You just notice differences in the lies that we put in there, so I felt it would be very difficult to do to recreate a city that we know and see so much. But now that I know that PlatinumGames is such a good studio that they most likely will have that power and talent to be able to create that kind of video game world, I think that might be an option. Whether or not we'll do that is a different question, but it is a viable option.
One of the things you said before the release of Drakengard 3 was that you wanted to call it Drakengard 4 and just let people figure out what the theoretical Drakengard 3 was supposed to be. That's similar to what you did with Automata where the game takes place 10,000 years after Nier and people who played the first game were more confused than new players. Was that an intentional idea or something you've wanted to do for a while?
Yoko: It's not that I brought over that idea to Nier: Automata, the greatest reasoning why I did this is because I wanted players who haven't played the original title to enjoy Nier: Automata so you can enjoy the game without knowing anything about the previous game. That's the biggest reason why we took a storyline that's so far in the future that it really didn't have anything to do with the previous title.
A common through-line for Yoko-san's games is flowers: the lunar tear in the Nier series, the flower in Zero's eye in Drakengard 3, is that symbolizing anything in your games or is it just visual imagery you like?
Yoko: Well, I do like flowers in general, but yes, there is a greater meaning to it that I have with these flowers. It's the same as Emil like I talked about earlier, I just haven't revealed it anywhere. There is a meaning, which is why they keep on coming back in my games, but I haven't revealed it anywhere yet.
With the last Nier game, you had said that you built the game on the concept of people being okay with murdering people who are different. With Nier: Automata, the games actually became more fun to play and control and touch, do you think there's a danger in giving people that sense of ease in killing enemies in the narrative?
Yoko: In the previous title, I actually feel like I overdid that a bit. I did want to portray that enemies have a reason to live and a reason to fight on their own as well, but I feel like I forced that idea that I had in my mind a little bit too much on the players. So for Nier: Automata, I did not want to focus on it, I didn't want to impose my feelings and thoughts. I actually feel that it's fine if some people feel it's fun to kill in our games. If that's all that they feel from the game, then it's fine, because its their freedom to feel what they want from the game. To answer your question, I think that it's fine to have that happen.
Taura: I actually have the same answer, too. I feel like if it's fun to fight, that's great as a game designer. But if you feel bad to kill these cute little robots, that's fine with me as well. I feel like different people will have different reactions to the game and they will feel differently when they play the game, so I'm actually happy to create a game that creates those kind of differences within the players as well.
Yoko: That's a really good question for us, because if players felt that it was way too fun to kill these enemies that it started making them feel guilty, that's something we didn't really aim to do. Just as we mentioned earlier, I'm really happy that players were able to take it on their own and experience it on their own, then we didn't just provide something for people to take it as-is on face value. I feel like it's great that the players are now taking the game and experiencing it on their own and trying to figure things out on their own.
There was a time after 2B was revealed that people were asking you about her design on Twitter and you answered that you just like sexy ladies. That quote has become pretty famous and attached to you and a lot of people are reading into it. Is that a thing you still believe, would you ever take the quote back, or would you have ever changed 2B's design?
Yoko: [laughs] Don't straight men like cute girls? Isn't that common knowledge? I didn't realize that was a quote.
A lot of people use you as an example as a developer that just says what is on their mind.
Yoko: Before we released the game, on Twitter, because so many people were sending me 2B fan art, I said that "Send me a zip file of all your erotic fan art!" When I tweeted that out, my number of Twitter followers jump from 20,000 to 60,000 just with that one Tweet. I actually think it's because I did something that's more of a taboo in the western world where I talked about sexuality or gender that openly on Twitter, but that's actually...so, I do know that what I said did not just creative positive buzz and there's some negative buzz around it as well, but I feel like it kind of has to do with the Japanese culture where we're not too strict about gender and sexuality and being more open about talking about those things.
I think it's the same thing as reading manga as an adult, it's a little bit different when you think about it because in Japan that's more common, it's not considered something weird or something outlandish. With that kind of feedback that I get from fans, I just feel like it's the difference in culture between Japan and the rest of the world.
That is something you tend to tackle fairly often. Drakengard 3 was partly about sex and sexuality treated casually within the game's universe, is that something you feel doesn't translate across all regions?
Yoko: I actually don't think [translating across regions] has a lot to do with sexuality. I don't think it would have sold more copies of Drakengard 3 if I took away aspects of sexuality or added more in there. I feel that Nier: Automata sold well because we worked with PlatinumGames, so I don't think that has anything to do with a sexual nature.
For the original Nier, there was a lot of information on the periphery of the game like books with background information and short stories that answer questions raised in the game. Automata even had a stage play predating the game. Do you think it's harder for western fans to grasp the whole stories of these games when there's Japanese-exclusive media about it expanding the lore?
Yoko: Of course we can't localize everything because we have limitations in budget, so it's really difficult to do all of that, but I actually think there really isn't a need to know everything, either. The meaning I have behind Emil's mask or the flowers you asked about, like I said it's not revealed in the game at all or anywhere else yet, but no one really needs to know that to enjoy the game or enjoy the world or enjoy the game. More than gaining knowledge, I want players to cherish the experience they have when playing the game. It's more about that instead of the knowledge they could have for every question. Of course the theatrical stage play was more of like a YoRHa spinoff, but you don't need to know that to enjoy the game. Every piece, like the books and the stage play, is made in a way so that you can enjoy it by yourself, so you don't need that extra knowledge to enjoy it.
It may add a little bit depth to the knowledge that you have, but you don't necessarily need to have it. I do understand the otaku mentality that you want to know everything, you want to have everything answered, you want to collect everything, but I don't see the value in knowing everything. For example, just in real life, you might not know everything about the politics that surrounds the world or even in your own country, and there's really no point in knowing everything that happens in the world. Maybe a lot things, but not everything, right? What's more important is how you interact with people around you, immediately around you, and I think that's the same with video games. You don't really need to know everything that happens in the world to enjoy it.
Of course I do respect the freedom that the players feel as well, so if you do get mad that we can't localize everything in America, or America never gets everything, that's also something to be respected and I do understand the frustrations surrounding that as well.
When Nier: Automata released, it did so in a three-month timeframe that several other big Japanese games came out in the U.S., like The Legend of Zelda: Breath of the Wild and Yakuza 0. A lot of people started heralding those games as a return of Japanese development in the west. What do you think about going from fairly niche games to what some people consider the tip of the spear of modern Japanese development?
Yoko: First and foremost, just to speak about having so many good titles in that timeframe, my thought was "Are you people trying to kill me with this?!" In Japan, Horizon came out first, then it was Nier, then Zelda, and I think in the west, it was Horizon, Zelda, then Nier in North America. So we're literally sandwiched between those two with a two-week window in between each and they were all very similar to us in the futuristic setting. Especially for Zelda, it was one of the titles we copied in the first place, so I really felt like they were trying to kill us at the time.
Personally, not even thinking about Nier: Automata during that time frame, I was running around excited about all the fun-looking games coming as a gamer myself.
Hideki Kamiya [PlatinumGames] has once said that Nier: Automata saved Platinum. Is that something you agree with and how has the relationship been between PlatinumGames and Square Enix?
Yoko: Speaking from my perspective, of course Taura-san will likely know more about it internally at PlatinumGames...Kamiya-san, he's very laid back on Twitter, but when you actually really talk to him, he's a very serious person and very sincere. I guess Nier: Automata did generate sales for them, because I received a direct letter of gratitude from him saying "Thank you very much for creating a great game." I don't even know if we saved them or not in that sense, but just receiving that kind of message from was just very heartwarming and I was just really happy that I was able to provide such a game for them.
Taura: You could make the headline of your article "Yoko Taro Saved PlatinumGames" and that's definitely true.
Yoko: It's a very true headline.
Why do both of you think that Nier: Automata was more successful than Yoko-san's previous games or most other PlatinumGames titles?
Taura: Mainly because PlatinumGames' sensibilities were much better than Yoko Taro's.
Yoko: I actually think it's the Square Enix brand, the name Square Enix gives a more reliable feeling to an otaku type of title. PlatinumGames' strong name being known for making really good action games and I think the combination of the two really helped. This time with Nier: Automata, we sold about 2.5 million copies and the previous title we sold around 500,000. For the last game, we weren't really in the red, but it wasn't exactly a success either. We have these passionate fans that really supported the time from announcement and the series as a whole. Of course for Automata, too, we had a very passionate fan base including the media and including yourself that gave impressions and articles that helped make the game into a success, so I'm just really grateful for the fans and media alike that really supported the title and were passionate about it.
[The remainder of this interview took place a few weeks later with Taro Yoko and Nier: Automata composer Keiichi Okabe. Okabe is also known for his work on both Nier titles, Drakengard 3, Tekken, and contributing some tracks to Super Smash Bros. Ultimate. Before we started recording, Yoko said it will be okay if I asked Okabe most of the questions and I remarked that I wouldn’t want to make him jealous. He paused for a moment and then said it doesn’t matter because he would get paid either way.]
You two have been working together for a long time, I was curious how much the music composition is tied in with the writing. One of the city themes in Nier: Automata uses similar composition to a track in Nier. Does that come from the writing or the musical identity of the series?
Okabe: Since Yoko-san is I feel the type of person that doesn't want to do the same thing over and over again, even if he did receive praise for what he did previously, I kept that in mind while I was composing music for Nier: Automata. I also wanted to have some kind of connection that you would feel as a player between the previous title and this one, so I used similar tones from previous titles or from the previous game. It might not be exactly the same, but I used some similar types of music lines from the previous title so that you might feel that kind of connection.
But we do have tracks that are arrangements of previous tracks from older titles, but that was mostly for fan service.
I kind of wanted to drill down a little bit this time and get to the core of your philosophy of why and how you make games. If you had to pick a reason to hold up and say "This is why I make video games," what would that be?
Yoko: I feel that video games, amongst all the different entertainment mediums, have the most freedom in what you can do as a creator. For example, in a film, if you are able to control movement, then that's no longer a film in my eyes. In video games, you could have film-like cutscenes and videos, you could have them going on forever as much as you would like as a creator. That kind of freedom to do that is what I really wanted to do and I feel like video games are what provide me that option, even if I never do it.
Is there any kind of message you use games for that you want to convey to your audience or anything you want them to hear from you? Or do you prefer to let them take whatever interpretation they get from your games?
Yoko: It's the latter. I would want our players to freely interpret what I've created just on their own, to grasp something for their own. I feel that's one of the interesting aspects of video games is that you are able to freely interpret what's being shown to you. I also feel like the players make the game whole by playing it. The action of playing the game I feel has meaning in itself and because of that I want the players to find something from the game, feel something from the game, for themselves.
Nier: Automata won a number of awards, Okabe-san you won best music at The Game Awards, Automata won the audience award at GDC. Is there any pressure to appeal a more mainstream audience with your next game?
Okabe: For a popular title that will be played by many, it doesn't really matter what kind of genre you put out musically. I will still be interested to compose music for those if possible. I would have to take a different approaches to those kind of mainline titles, whereas for Nier, I felt that the music can be more geared toward a core audience where only those who would understand the music would play it. But at the same time, once you understand, I want you to be deeply affected by it. That's what I aim for with Nier. If I am to work on a way more mainstream title next time, I will have to change that mindset I have as a composer, but that would be something I'd like to challenge myself more. To answer your question, yes, I'd like to try that, but I'd also do whatever kind of jobs I'm assigned to.
Yoko: For me, my games I actually think are really niche. How Nier: Automata was so successful was actually just a coincidence. To make a successful game is something that I can't really aim to do, so I think that I'll probably return to my small and dark corner, my niche corner, with my successive titles.
Who would you both consider your inspirations for writing and composing?
Okabe: For me, it's obviously more of a composer than a writer, but I don't really focus on one person. I tend to just try to get music here and there and have a wide net. I am greatly affected by people who I've listened to in my youth, like Japanese composer Ryuchi Sakamoto, Ennio Morricone who creates film music, and also pop music like Michael Jackson and Madonna. I am affected by those as well.
Yoko: I have received inspiration from a lot of things, but I think personally expressions in film or any like visual production is something I'm deeply affected by. For example, Neon Genesis Evangelion by Hideaki Anno, that was really a strong influence on me. Also, the drama series 24, the way that they incorporate speedy and complicated constructions of storylines was something that was very new at the time. Just throughout the timeline of visual production, I think there's a sudden burst of evolution, and I think that "that" moment in a title that does that just greatly affects me and becomes an inspiration for me. But I feel that can be said for the rest of the world.
Lately, anything that Christopher Nolan creates I think is very intriguing where he tries to include deep knowledge and thoughtfulness into what he creates. I'm very interested in this new wave of evolution.
Last year, with the release of Animal Crossing on mobile, you talked on social media about how it was your favorite game of the year because you created a narrative where the characters were all unwillingly imprisoned in the camp. Do you often create your own narratives for games?
Yoko: I do that for some games and I don't for others. Off and on, I guess. It's a lot easier to create my own storyline per se for a more primitive game. For example, in Zelda: Wind Waker, you start off with a grandma and your sister living on an island and it's really happy and joyful and there's really no reason for Link to get out of there and fight Ganondorf because you're already living happily. You don't need to get out of that happiness. As a gamer, I felt the kind of sadness to have to leave that happy island life.
In Dragon Quest [V], you have to choose who you want to wed, and I felt that I couldn't really get into liking either of the characters. I also couldn't find the point of having to decide who I want to marry, so I just at that instant I turned off the game and said "My journey ends here!" My mind narrated "The three of them went on the journey and lived happily ever after, the end." That was my ending for Dragon Quest V.
Around the release of Drakengard 3, you spoke about how it's not possible in this industry to make a six-minute game and sell it for $60, no matter how good those six minutes are. Is this something you still think?
Yoko: That analogy was given to explain that, no matter how much you try to make a game really good, there's a limit to what you can do. If you are to create a six-minute game, because you can't go through a lot of different stages, you would have to create one stage. Which means that you could really refine the quality of that one stage without having to put in a lot of money into it and a lot of manpower into it. Also, because it's only six minutes, you can't really have too many characters in it, so you could focus on one or two characters at max. By doing that, you could refine the quality of those two characters. But because you're time-limited, no matter how much you refine the quality of the world around you or the characters, if you're limited to six minutes there's just so much you could do that the game won't become good at all. That was an example for me to say that there's a limit to what you can do in video games.
Okabe-san, in the music for a lot of Yoko-san's game, you use constructed or uncommon languages, is there a specific reason for that?
Okabe: [laughs] Yeah, for one, because it is Nier: Automata, Replicant, and Gestalt, they all take place in a unique world, even though they're in the timeline of our current world, it's so much in the future that it should feel kind of foreign. That's one of the reasons why I went for language we can't understand, but another is that, in games in the past, game directors actually got mad at many occasions for including vocals into the soundtrack. They were saying that it would become too distracting from the gameplay and would distract the player. It was considered more of a taboo, so for Nier, I included vocals in there without a language you could understand more for the sound that you get from the words. It wasn't to convey any meaning of what was being said, but more for a sound impact.
Yoko-san, you tend to have very sad endings in your games, with the exception of Nier: Automata which is as happy an ending as you can get with most characters dying. Why do you tend to write toward more sad endings and do you feel like Automata's happy ending fit the game better?
Yoko: The reason why I created endings that end on a death is because, until now I was creating games where you would kill a lot of enemies, but I've always felt that it doesn't feel right when the protagonist has a happy after they've killed so many enemies during the course of their journey. That's why in Replicant and Gestalt, or my previous titles, the protagonist pretty much ended up dying because I didn't feel like it was right for them to have a happy ending. But for Nier: Automata, 2B and 9S, from the time that they were given life, they've been killing a lot of enemies, but they've also been killed by them many, many times, and regenerated many times. They've actually been killing each other, which you find out at the very end, many, many times as well. So I felt that kind of cleansed them of their sins for killing so many enemies, which made me feel that a happy ending was more fitting for those two.
Do you feel like that cycle of violence and death and the consequences of that are human nature?
Yoko: I think the reasons why we kill in video games do kind of shine light on what's kind of broken within humanity or humans in general. We want peace in the world, but we also enjoy killing others in video games, like shooting guns in video games. I think that's karma in a sense for humans, the way that video games grasp the true essence of humanity, whether or not that's what they were aiming to do.
Is there a series that you know, like Persona or Yakuza or anything like that, that either of you would want to work on?
Yoko: A series or anything?
It can be anything.
Yoko: Personally, it's not a Japanese title. I'd actually love to see how western titles are developed, because I have no insight into how they're made. There was a moment in time where I felt that it might be fun join a western development to see how things run. Of course there's the language barrier that would make it difficult for me to do that, but generally speaking I feel that western storytelling follows kind of a similar route for all the stories that western mediums create. I would feel it fascinating to find out why western games use certain flows and storyline arcs.
Okabe: I'm kind of a fanboy myself, so there is a part of me that wants to work on major titles like Dragon Quest. I feel that if I do work on those titles, the pressure of working such a known title would be just too big and because there is a part of me that really loves that series, I feel like I would try to skew my music in a way that would fit into that series instead of trying to create music that I think is good. I don't feel like I would be able to bring out the best quality in my music if I worked on those big titles, because of that pressure and because of the image I have of those titles in my mind. Currently, my want to work on those major titles and the part of me that's telling me I shouldn't do it are about equal.
Were either of you surprised by Nier: Automata's success?
Yoko: [in English] Oh yes.
Okabe: For me, I live in Tokyo and developer PlatinumGames live in Osaka, so we did have quite a distance in-between, like literal physical distance between us. From the moment that I created the music to when I was able to see it next, there was a big gap in time, so when I was able to my music in the game for the first time, the game was pretty close to finished, they were almost done with development. At that moment, I thought "Maybe this one might sell?" But at the same time, I didn't think it would become this big of a success, I always thought it might do better than the previous titles, but it was like a hunch that I didn't feel until this time in Yoko-san's titles. I did have some kind of a gut feeling that it might do well.
The last song of Automata, Weight of the World, had a chorus with the entire game's development staff at PlatinumGames and Square Enix singing along to encourage the player. Why did you decide on that for the final song of the game?
Okabe: I didn't remember this, I actually forgot about it for a while, but Yoko-san actually came to me telling me that he wanted a chorus at the end of the game pretty early on in the development process. I apparently made disgruntled face at him and did not remember why I even made that face or even that I made that face. After a while, I actually remember why I had such a reaction with the disgruntled face, because there's a couple of different types of choirs, but Yoko-san likes the more classical choir, so when he requested that he wanted a choir, I thought he wanted that classical type of choir at the last part of the game. At that moment, I thought "Well, that doesn't really fit in with the game plan, I don't really want to do that," which is why I had that expression on my face. After we talked about it, Yoko-san mentioned that wasn't really what he was going for, he said that because that last scene is all about all these different people helping you, he wanted everyone to sing, he wanted it to feel like everyone is singing there with you as you play.
When I thought about doing that, and I actually agreed that might be a good idea, because in Nier: Automata all the choir vocals that you hear in the game, it's actually recorded by a small group of singers, I just overlapped their voice so it sounds like a big choir. Because that last part of the game is more about you playing amongst a lot of people, I felt that taking that approach again of overlapping voices again would not really work. So I reached out to the dev teams because they were working on that part and I thought it would be a good idea to have them put themselves in the game as well. I also thought that they don't need to have a good voice, it's just to give that feeling that you're playing with all these developers.
Development teams from Square Enix, PlatinumGames, and also some composers from my company who didn't work on Nier: Automata are singing in it as well. There's also children of PlatinumGames developers and their family actually singing in it as well. That was the reasoning behind why we decided to do that at the end.
Has there ever been, in all your games you've made, an idea you had that you had to be talked out of?
Yoko: For the first Drakengard, I had an idea of [Japanese pop-star] Ayumi Hamasaki, like her character model, wearing all-silver spandex, like a giant version of her descending from the sky and you would fight against her by music. Everyone else on the staff shut it down. It does still leave that kind of music game essence kind of in there, but the part Ayumi Hamasaki comes out in silver spandex has been taken out.
Isn't that kind of similar to Drakengard 3's actual ending?
Yoko: Similar, but I actually wanted to go for something funny, or shockingly stupid. But no one would let me.
Source:
https://www.gameinformer.com/…/talking-to-yoko-taro-platinu…
music producer jobs 在 陳葦璇Kira Youtube 的評價
陳嘉茵 Kayan Chan
YouTube: https://www.youtube.com/channel/UCxx_PTvoBKfkiIo9K6AWKlw
Facebook: https://www.facebook.com/kayan.chan.58/
Instagram: http://instagram.com/hahakayanc/
Weibo: http://www.weibo.com/5602281119/profile?topnav=1&wvr=6
歐鎮源 Tyrese Au
Facebook : https://www.facebook.com/tyresebop/
Instagram :http://instagram.com/tyreseau
YouTube channel: https://www.youtube.com/channel/UCUBsDLmdiSqijl4moUD2prQ
Information about this video:
▶Kayan Facebook : kayan chan
▶Kayan Instagram : hahakayanc
▶Edited by: FCPX
▶camera: sony a6300
----------
Pianist: Austin Leung@HBS
Music Producer: Fish Lo@HBS
影片拍攝: Lillian Chan, Austin Leung
影片後製: Austin Leung
器材贊助: Austin Leung
音樂製作: HeartBeat Station
音樂製作團隊
HeartBeat Station
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Facebook: https://www.facebook.com/heartbeatstationnn/
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https://www.instagram.com/
Austin Leung
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Instagram: @austinleunggggg
https://www.instagram.com/austinleunggggg/
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✍ business and jobs contact :
1.Kayanjobscontact@gmail.com 2.hahahakayan@gmail.com
contact:1. +852 66337424
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THANKS FOR WATCHING;)
music producer jobs 在 PRODUCED IN LAB Youtube 的評價
PRODUCED IN LAB Presents
Subscribe/訂閱 → http://bit.ly/PILYTSUB
大家都有法掉的時候,重點是你多快認清事實。LOUI DA 6:「越快認清就越快重生?」
#六眼仔 再次傳遞一些街頭的智慧, pass on some street wisdom 在這首《Lostmashits》
LOUI DA 6 板橋街頭囝仔,也可以叫他六眼仔,跟 PONY5IBE 一樣來自 Paradisk Studio,這張混音帶也正是 Pony、Teezy 跟六眼仔在錄音室一起玩出來的作品。Some true shit, some raw shit, some fuckup shit 總共 7 首歌勾勒出《HARPYJA》Mixtape。
???《HARPYJA Mixtape》OUT NOW!!!!???
♫ 定時轟炸整個 8 月 → http://pil.piee.pw/HARPYJA
【Lostmashits】
Composer/Lyricist 曲/詞_ Loui da 6
Producer/Director_ Brute Sea
I don’t wanna talk bout drugs (yeah
I don’t wanna talk bout hustle
I just fucked up ma jobs (yeah
I just fucked up ma hoe
I got nothin to tell ya
Y’all stoopid ass like 5-O
I just fucked up ma jobs (yeah
I just fucked up ma hoe
我唱歌能夠救我自己
同時也希望能夠救到你 (like
Young thug he know how to save me
讓我重生 自我重審這樣ㄧ (來
才有 機會 把握 時間
Money pussy power
All dat shits will be mine
站在高處 will be like
Everything’s fucked up but I’m alright
就算受到打擊 but I won’t fight
別再拿你過去出氣 yeaight
那讓你看起來 weakness
我活著不是為了滿足你 yeaight
Bitch I think u know I mean it
通常都講真的 but Im gonna lie
反正我本來就不信你
Whole lotta fake 也想拼到 worldwide
Light up da joint shit bro trippin
▶ LOUI DA 6 https://instagram.com/loui6tem
▶ PRODUCED IN LAB https://instagram.com/producedinlab/
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#FLYLIKEAHARPYJA #PRODUCEDINLAB #LOUIDA6
—
Label_ Paradisk Studio/MINDFXXK Inc.
Production_ LAB Inc.
Executive Producer_ HiiiMoney
Producer/Director_ Brute Sea
Line Producer_ Chu Po Chen
Assistant Producer_ Chang Wen Yin
Post Production_ LINCHIAHSIN
Composer/Lyricist_ Loui da 6
Producer_ Pony5ibe, Teezy
Arranger_ thundaa
Recording Engineer_ Teezy
Mixing Engineer_ Pony5ibe
Master Studio_MINDFXXK lnc.
https://producedinlab.com/
©℗ 2020 MFINC.
music producer jobs 在 Rika Adrina Youtube 的評價
here's an insight into what a line producer does which i'll summarise it to make it easier for people to understand: we're basically the event managers of the entire production. I was just a line producer when I was still working at this company so I didn't go into depth of every aspect of creating a tv commercial. Nevertheless it was a wonderful and eye opening experience working in such field and I can't wait to be back soon :)
p/s - if my ex colleagues or bosses watches this video i- sksksks im shy pls shh ANDDD that adult swim trend that has been going around lately has been so interesting, i just had to jump in the bandwagon hehe so fun!
Anywaaaays, the behind the scenes that you saw in this video was from the commercial for Petronas Gawai 2021 but I was not a line producer here. I was a DIT (Digital Imaging Technician): the person who transcodes video formats into suitable resolution for the television. You can watch the film here: https://youtu.be/L8BfaBjR8Lc
Here are the commercials that I line produced:
1. Cadbury Sharebag In-Home - https://youtu.be/Zzja3nH2QVA
2. Maxis Raya Si Sakan 2021 - https://youtu.be/3ZM0apf5GWk
Watch my previous youtube video, 4 simple trendy eye looks:
https://youtu.be/DWCdw2-eDjE
You can say hi to me here:
Instagram/Twitter - @rikaadrina
TikTok - notrikaplsdontlookforme
Thought I'd start including FAQs now haha:
1. how old are you? 23 (born in 1998)
2. how tall are you? 5ft (yes i am short shhhhh)
3. what’s your ethnicity? malay & japanese
4. what equipment do you use to film?
➭ main camera: fujifilm xa3
➭ mic: my iPhone 7 hahahaha
➭ editing: premiere pro & PicsArt
Music credits:
1. Hot Hop Rock - Steve Adams
music producer jobs 在 Music Producer Pros & Cons - YouTube 的八卦
Music Producer Career Information : Music Producer Pros & Cons. Watch later. Share. Copy link. Info. Shopping. Tap to unmute. ... <看更多>