A Quote by Justin Roiland

There are very few VR games with really strong characters and voice acting. — © Justin Roiland
There are very few VR games with really strong characters and voice acting.
When you have more people investing in VR games, whether it's us or Sony or someone else, that means a greater pool of VR developers out there who know how to make VR games.
The biggest thing you can do in VR that you can't really do in non-VR games is a huge focus on exploration and interaction.
I'm a huge gamer. I'm very excited, and the idea of the Rift was as a headset that was designed around the specific uses of VR gaming. But I'm excited about a lot of stuff that's outside of it, because I was a VR enthusiast. I want VR to be the thing that we all live in, that we all use for everything, not just games.
Tonally, the stuff I want to do in VR will, of course, always have a comedic backbone and be a bit absurdist and colorful with really interesting and bizarre characters but supported by really strong gameplay mechanics.
There are a few pretty fundamental differences. In voice acting, if you are doing game recording, for the most part you are going to be by yourself in a studio. With game voice acting you are constructing everything for yourself pretty much. You're thinking about what the other characters could be doing, trying to imagine the scene, you're constructing the entire environment for yourself.
Hollywood is moving movie production into VR because it may be more immersive. We see a convergence of different forms of media. VR and AR provide next-generation viewing experiences for games, movies, and visualization.
We continue to see more and more of that - games we didn't necessarily know would work in VR until a developer goes in and discovers the game mechanic that makes it come together. Sure enough, hockey can be a great VR experience.
I think that the thing that is really strong with 'The Hunger Games' is just that it comes from a very strong idea.
The thing that excites me most technologically is the ability to use VR not just for games and displaying our content, but also for creating that content. We're putting a lot of thought into what the Unreal Engine editor looks like as a VR application.
I really love doing indie projects, I think the characters that are available in indie games especially, like a lot of the indie games I've done, have been really rich interesting characters for someone of my vocal range.
I had a hole in my voice. It's an area in the voice where it's air. It's just - there's no - it's just very airy. And my classical teachers were just so frustrated with me because I would have these deep, low notes that were really strong, and the higher register was strong, but right in that middle area, it was really hard. It was like a passage. And many singers go through this and work it out. But I realized in jazz, I could just take advantage of that and take advantage of having a voice that was very different in different areas.
They are very good reasons why voice acting in games can be so terrible. Writers are in a great position to be able to bridge this gap.
Voice acting is very creative, especially 'Star Wars' voice acting, because there's so much you have to imagine.
Jeron Lanier and 'Lawnmower Man.' That was VR. And there was the VFX1, that big giant VR prototype unit, and I was like, 'I am going to save my money and get one of those.' And then VR just sort of drifted away.
VR provides the most immersive way of playing with Roblox, but we think it is very important that VR players can play with players on other devices.
As a filmmaker, I really want to utilize the tools to carry the voice - my voice, and the voice of the characters.
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