

Will Stamper n’ Derek Lieu (Video Virtuoso)

To put just how much work that is in perspective? There’s easily over an hour of recorded lines in BattleBlock Theater. I’d say there’s roughly 2X more dialogue that we had on hand than what is in the final game. Due to memory restrictions we were unable to use all of the audio we received. I just go back to my desk to draw and I know sooner or later it will be like opening presents at Christmas when we get the next batch of sounds. All I have to do is give him a quick rundown of what we’re going for and maybe a couple overarching points we have to cover and that’s it. Working with Will is a fairly simple thing. We’re all very happy with his contributions and we recognize and respect the immense quality.ĭan working on the Hatty capture cinematic. During your journey in the game, he’ll jab at you and then a few moments later take the edge right off what he just applied. He breathed a ton of life into the project and enhanced the atmosphere we had hoped for far beyond anything we could have expected.
#BATTLEBLOCK THEATER RINGTONES CRACK#
Every time we got more lines and jokes from him they’d crack us up to the point of tears. We ended up just using his test run as a final piece of work (which was later redone due to story rewrites, but you can see it HERE). We had decided to have our cinematics be puppet shows (read more on cinematic development here), and who better to narrate them than my old roomie and friend? I asked him for a test run of the first cinematic, and he nailed it. It was much more work than one person should really have to do but he went and helped out without any complaint.Īt one point or another when we were working on BattleBlock Theater I knew we could use his help again. He redid the in-game HUD, the voices for the Ice King and the Industrial Prince, the barbarian war music, a bunch of sound effects and lots of processing to keep the sound levels from capping out. We asked for Will’s help during Castle Crashers and he ended up helping a ton. I’ve never seen him turn something in that was half-baked. He does sound, animation, art, music, writing, awesome interfaces, etc etc. I became familiar with Will’s work and I’ve always had a certain respect for its quality. We’d have all kinds of dumb inside jokes and play Burnout Takedown together, screaming like oldtime gangsters while drifting around each other and exploding. I ended up being roommates with Will Stamper. I had moved to Philadelphia at one point during production of our first game, Alien Hominid. Will Stamper n’ Dan Paladin (Co-Founder & Art Director) Dan Paladin (in his witness protection form) and Will Stamper (right)
