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#i didnt want to change too much but you can tell the designs were simplified specifically because its early 2000s cgi
shummthechumm · 16 days
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WE OUTSIDE
dedication under the cut:
i originally started this just a few days before janice burgess passed away. if you have been following me for a while, you'd know that the backyardigans is still one of my all time favorite shows to this day: a major brainworm ive had since i was first popped out the womb.
she had such a huge hand in me and my siblings childhoods outside of backyardigans, as well, and i cant understate how much it means to me to see a black woman have such a major role in various popular animated franchises.
RIP to one of my greatest animation inspos, ESPECIALLY when it comes to children's entertainment. the fact that mrs. burgess passed on the day before my birthday hurts especially, so i dedicate this drawing to her! i would not be who i am w/o these goobers, so thank you
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tiresomeappendi10 · 6 years
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Choice Provisions on Runner3s steps forward Runner3 is the latest and most finely tuned of a series of extremely fine-tuned (and fine-tuning oriented) games, a whimsical needle-threading simulator in which you jump, slide, and kick CommanderVideo through an auto-scrolling gauntlet of bespoke terrors and panic-inducing staircases. How do you refine a gameplay system like the pared-down Runner? Gameplay wise, personally, I wanted to simplify things a little bit, Choice Provisions co-founder Alex Neuse told me. In some respects, there were too many moves in Runner1 and Runner2, and I wanted to get a little bit more pure of an experience, but then also add some nuance to that. That nuance comes in the form of new double-jump and ground pound moves that, along with the existing glide, allow players to exert more direct control over CommanderVideos jump. That was one thing for me that felt nice, as somebody who likes to think about how do my hands feel when im playing a game? Runner3, when Im doing really well my hands feel great, Neuse said. I think we also really wanted to open up the world, said co-co-founder Mike Roush, and make it this sort of deeper, richer experience where really, when you look back at Runner2, its so sidescrolling platformer-y, and we wanted this to feel like more of a Triple-I experience as they say, and pump up the production values and have this game where you feel like youre really submerged in a world. Neuse explained that the team felt Runner2s world basically exists to serve the player, or serve CommanderVideo, and we wanted Runner3 to feel like the world was just there and you were in it, instead of it just being there for you. Every level now has a standard two-minute runtime and thats because of the BPM, and the phrases of the song, and how you mode up, and to make it the most musically satisfying that we can, Neuse explains, with a standardized 100 gold bars to pick up, both changed from the more freewheeling predecessors. It was always a pet peeve of mine as the primary designer, that we didnt standardize how many collectibles there were in each level, Neuse said. That standardized gold count allows the player to easily gauge how far through a level theyve made it, and to know after the fact whether theyve collected everything. Roush noted that the longer levels also make the mid-level checkpoints more valuable. I didnt think the checkpoint was worth much in Runner2, so we wanted to put some emphasis on like, hey, you know, use the checkpoint now. Thats why its in there. (Ed. note: use the checkpoints.) A two-minute-long Runner3 gauntlet can feel like much longer (and can actually take much longer, of course, depending on how many retries it takes). The two Choice Providers recounted feedback from Runner1s Odyssey level, noting that people thought it was seven, eight, or even 13 minutes long. Its just over two. [embedded content] Marking your progress through those extra-long levels is a new graphic that shows how many times youve failed (bonked in Runner parlance) each time you restart. Just a big number before every retry. More information associated with StarGate 3DS at stargate3ds.ru .A big, growing number just to confront you. [My wife] got halfway through Runner3, Roush said, and shes kind of competitive and I think 53 was her highest bonk. Shed get mad at me: Theres no way Im going to 60! I have personal experience of seeing the number 60 on my television screen, and it leads to a feeling. That feeling, of course, is a prelude to the eventual, hypothetical joy of completing a Runner3 stage. Just because you bonk, Roush noted, doesnt mean that youve failed. There has to be difficulty for you to get that elation when you actually make it through the level. If it wasnt difficult, then you wouldnt feel good when you finally did it. So its hard for us to view difficulty as a bad thing. He felt the elation firsthand, he said, when replaying Runner during the development of Runner2. I was playing on weekends, Saturday mornings, because I was so busy during the week, and I could not beat the game! I was totally. Should you want even more suggestions concerning the most recently released crack technologies for Nintendo Console, visit here.blown away. But I kept going. Part of it is, I was just not good at Runner1 I had gotten used to Runner2. But I went back, and I finally beat that game, and I dont know if Ive ever been so happy beating a game, or proud of myself. It felt so good. Neuse said his parents, who otherwise dont play games, completed Bit.Trip Beat, Runner, and Runner2. I kind of wonder if people who dont expect a difficulty to be a certain way dont have as much trouble with it. I dont know. Before our conversation ended, I had to ask about Charles Martinet. The narrator of Runner2 (also known for other fairly well-regarded video game voiceover roles) is back in Runner3, both as the narrator and as the playable character The Narrator. That choice, it turns out, was motivated by a specific, practical request on Martinets part. One of his bits of feedback from Runner2 was, he was telling us that at conventions, he didnt have anything to sign for Runner2, Roush said, unlike the 8x10 prints he uses for characters like Mario and Skyrims Paarthurnax. We had to make something visual, Neuse said, because he was only a voice.
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As a bonus, integrating Martinet further into the world legitimized his involvement in the series, I feel. Martinet, who Roush called literally the nicest human being I have ever met in my life was game to record spoonerized versions of level names, something that triggers randomly when choosing a level, and ad-libbed some of the advertising gags that open the game. Runner3, complete with included digi-Charles Martinet, is out on Switch and PC now, with PS4 and Xbox One releases to follow. BUY Runner3 (physical)
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paumeranian · 6 years
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Week 11: Progression Session and Debrief 
About Us Presentation Slides
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Feedback questions
Comment on the flow of the pages/information architecture
Cassie, Tash, Adelaide: Flow was good, makes sense and is easy to follow. Perhaps have the menu icon on all pages so you can access all the other pages without having to go back to the home page.
Rebecca, Michelle & Debbie: The user pathway from the Sign up is really good- it makes sense. Once you chat to someone and go back, you cant chat to another without going back to home screen and then back into chat.
Sonya and Grace: good that there is no dead ends.
Yarrick and Kevin: Simple sliding from page to page does the trick, not sure what could be improved upon here.
Sophie, Jess and Lucia: Overall the flow was very smooth. We agree with Cassie, Tash and Adelaide in the sense that a menu button would make navigation easier.
Phatt and Rachel
Flow works so well like for real
Comment on the visual design - anything you like or think could be tweaked with the interface for a better user experience?
Cassie, Tash, Adelaide: Visual design is really professional and nice to look at, and fits your target audience, maybe just make the font bigger for those with not good vision
Rebecca, Michelle & Debbie: We loved the colours, it really represents your theme well. Cohesive colours and nice font that’s easy to read. However, the text of the chat is a little small so hard to read.
Sonya and Grace: notification and profile icons probably don’t need to have a background, but other than that really like the use of colour and photography.
Yarrick and Kevin: Design and interface is clean, has a distinct feminine look to it, but that just means it was thought out well.
Katie: In the sign up page, some of the back buttons dont work such as when you’re at the ‘I wish to be’ page doesn’t go back. Also when you select passanger and then go back it takes your through pages your didnt go through to get there.
Soph, Jess, Lucia: Overall the design is really well suited for your target audience. Text should be bigger however.
Phatt and Rachel : the colour combination works well together, icons look pretty. Font is readable
Concerns: do you think we are making this too complicated for the premise of our app i.e. too many pages? Anything unnecessary/repeated we should omit?
Cassie, Tash, Adelaide: It is a lot but you can’t really tell as the app navigation is quite smooth so you kind of forget how much it is
Rebecca, Michelle & Debbie: Have the option to enlarge photos when you tap onto them in the gallery.
Yarrick and Kevin: The app looks like a mini Rave on your phone, so we think it’s algood.
Phatt and Rachel : it’s not too complicated to use, we like about there are enough pages to explore.
General Comments
Grace and Sonya: Calendar on refine ride is a bit small and text on search result page is a bit small and hard to read too. In the sign up the choose your favourite festivals part, cutting off the words is a bit confusing.
Debrief - How we plan on implementing what we got from the comments
“Perhaps have the menu icon on all the pages”
To solve this issue we initially thought that we could put the menu icon on all the pages, however we discovered this would not work because we are set on having the back button on the top left due to this being the first place the eye looks which is important is someone was to get lost in the app.
We then thought we could shift the navigation to the right but that would again not make that much sense and feel slightly unnatural when actually using the app on a phone.
We then came up with the idea to instead create a home button that would take the user back to the main home page no matter where they are in the app. This way we could keep the menu tab and back button in their ergonomic left hand position on the app, while still providing a shortcut back to the main page for users, simplifying their experience when using the app.
“Bigger text especially for the chat pages”
We realise this can be an issue, we plan to solve this by using text not smaller than 12pt throughout, with specifically the chat pages using text no smaller than 14pt. We will also make sure that by making these type size changes that we do not loose the general hierarchy of our app. This will enhance the user friendliness of the app by making the information easier to view for the user.
“Calendar is too small”
Looking at it now, it kind of is especially the numbers inside the white squares which currently look more like rectangles and this constrains the text.
“Some buttons don’t work or go to where they are supposed to” + Importing and Re-prototyping on Flinto
These are just prototyping errors I’ve made as it was late at night but we would need to re-prototype everything on Flinto anyway to create the animations we wanted. These include adding a horizontal scroll group under the ‘Rive with Us’ page to support the three small circles underneath the illustrations that indicate which page they are on. This would also just make it look even more legitimate.
“Have the option to enlarge photos when you tap onto them in the gallery”
This is doable and would be a nice feature to have but it just also means we would add onto the excessive number of pages we already have.
”Notification and profile icons probably don’t need to have a background”
The reason for these backgrounds behind the icons was to make the icons easier to click on. So, we have decided to keep these however we may explore ways to make them less dominate on the pages.
General concerns
After going around the different stations, we agreed that some of the ideas other groups had were clever and could be implemented into our app as well. A useful one would be an FAQ/Help page which another group had as Feedback/Support to assist users and a Find/Invite Friends on Facebook feature.
Instead of an FAQ section we thought it would be more useful for the users to provide a contact us sections where they are provided with our phone number and contact email if they have any further questions about our app and the service it provides.
One other question we had was are we able to use stock images in our prototype? So long as they are free and from this website https://www.pexels.com/?
Before the progression session commenced, Jacky approached us about our app and looked at how many pages we had. In total we have 108 so far which is definitely pushing it so we talked about the tediousness of making as many elements clickable, realising that we probably don’t need to do this. However, our peers thought this was a good thing in the sense that there is a lot to explore and that we’ve engineered the flow well enough for it to not be noticeable in Preview. Taking this into consideration, we think it wouldn’t be good to take too much away from what the users liked. Our only concern now though is that we would be left with a lot of work to do on Flinto when we re-prototype and animate the elements. This could still be done by dividing the workload.
We also realise that the number of pages we have will be able to be simplified when we bring our design into Flinto to more precise prototyping animations.
Add time for pickup and destination + number of seats available
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Insider Secrets: How the Pros Build a Large MLM Group
Well it happened again today. I checked my e-mail, only to find a message from someone I haven't listened to in years. What does she ask me? If I desire to join her malaysia mlm software. (Sigh.) And can I give her the names and mobile number of my friends, family and employees who could buy her products? (Double sigh.).
And you ought to wonder ... will these people ever learn?
Its just like decisions I ascertain my office. They tell Lornette that they have an urgent consulting or training project, and must speak to me right away. I call them back to hear something like, Hi Randy, my name is so-and-so, we met a few years ago at the MLMIA convention. (Ive never been to an MLMIA Convention.) Im utilizing XYZ Company, and I just desired to touch base with you and blah, blah ...
And its always the same. The consulting project or business venture they want me to evaluate, means to induct as a distributor on their front level. They often say theyre returning my call, are old friends of mine, or some other outright lie to achieve past Lornette. Theyre worse then the dammed toner and light bulb salesmen. They just don't get it.
Badgering prospects ...
Individuals who make at least $10,000 a month in Network Marking on a consistent basis, never do such silly stuff. They never use dishonest or duplicitous means to reach people. They don't spam people over the Internet and theyre not sales call some idiots on a business opportunity list. They don't alienate everyone they know, and they aren't chasing skinny rabbits. They are talking to qualified prospects, and getting quality appointments to make quality presentations.
Lets look at the marketing process something I think a lot more people should think of a lot more. Heres why ...
Most individuals approach marketing as selling. And selling as getting the dumb prospect to buy something he doesn't need. They devote their career to learning NLP, sleight of hand, and a host of other manipulative techniques to coerce prospects into buying things they don't want or need. Anthony Robbins and a legion of little Tony wannabes have created an entire cottage industry teaching people to do this. Many MLMers have delved the fray, bringing these and other high-pressure sales techniques into Mlm.
These are the jackasses who call during your dinner hour, opening with lines like, Jim you have no idea me yet but Im partnering with an opportunity so amazing, blah, blah (Scream).
I approach marketing entirely different ...
I have no interest in trying to sell something to someone who doesn't want it, and I suggest you don't either. True marketing is based on a simple - yet quite profound philosophy:.
Were looking for people ... who are looking for what we have.
Put into more specific terms it means this: Our job is to identify qualified prospects then put our marketing message in front of them. Give them enough information to make the right decision for them.
If that means they join your opportunity or buy your product, good. If it means they dont, thats good too. Your job is not to sell your opportunity or products to those that don't need or desire them.It is to find the people who want what you have and give them enough information so they can decide if getting it from you is a fair exchange of value.
Sorting, not Selling ...
Network Marketing is much more a sorting process, than it is a selling business. It is this fundamental difference in philosophy that separates me from the multitudes of sales trainers, marketing gurus and book authors out there. I take no perverse pride in selling ice cubes to the Eskimos. I am not here to prove my manhood by demonstrating I can manipulate or trick a guy into buying something he doesn't want, or cant afford. Theres no integrity in that.
I do take great pride, however, in presenting my marketing message in the best, most effective manner possible to qualified prospects. I want to outsell, outmaneuver and out market my competitors, but I want to do it by offering a better value. Then I want to market that better value better than anyone else out there. And thats what I want for you ...
What the Successful People Do ...
For more than 15 years, Ive been studying what worked and what didnt, in Network Marketing. Learned what the long-term successful people did and why. Discovered the secrets of effective presentations, and what motivated prospects to join. And began the rudimentary forerunner of what became the system I teach today. It was only then that I began to achieve any degree of success. But it wasnt lasting ...
While I was able to conduct meetings, make presentations, and sponsor a large number of people ... most of my distributors could not. The more people I sponsored, the faster they seemed to drop out. What I did worked, but it didnt duplicate. I came to realize that success without duplication is merely future failure in disguise.
I changed to my system and fine-tuned it, simplified I, and made it easier to replicate. It not only worked, but it duplicated as well. It is that system (with continuous refinement) that has helped many countless people, across the world, reach higher levels of success in Network Marketing. It is that system which I shared in the first edition of my book, How to Build a Multi-Level Money Machine.
The book can save you much of the frustration and failure I faced. Building upon my success, you can cut many years off your growth curve and build your network much faster. Youll learn what attracts prospects to you, and how to present to them effectively. Youll discover the kind of people you want to sponsor, and whom you would be better to screen out in the pre-approach process.
Once youre well educated in the sponsoring process, you will learn steps to manageand keep growinga large network. The ways to spend your time, how to develop leaders, and how to counsel them. Most importantly, youll learn how to empower those leaders to develop new ones. By the time you finish reading the book, you will have a clear understanding of a fundamental, profound truth about Home based: You don't grow your network. You grow your people - and they grow your group.
My hope is that youll view Network Marketing as the professional career it has become, and will join me on my mission, which is to continue raising the standards of this honorable profession.
Unlike corporate Americawith its downsizing and rat-eat-rat competition Network Marketing offers you the opportunity to nurture and empower the inherent talents in all those you sponsor. In this business, success means the chance to develop spiritually, intellectually, emotionally and financially, while you contribute in a positive way to others.
As you undertake this journey of challenge, adventure and growth, you will attract others who share your vision and follow your example. You will lead them for a short timethen release them as they unfold into leaders and start the process all over again. You will feel pride, joy and a sense of accomplishment few ever experience. You will know that what you do means somethingand that your community is a little bit better place because you have contributed.
Building a large, exponentially growing network is not easyits not supposed to be. It is simple, however. If you are coachable and persistent; if you really believe in yourself, and are willing to follow a step-by-step systemyou really can achieve massive, lasting success in Network Marketing.
You wont do it with cold calls, Spamming and those other irritating techniques we talked about earlier. You do it with solid marketing, following a system that others can duplicate, and running your business in an honest, straightforward way.
What a System Looks Like ...
Your system should completely delineate and spell out the entire process that a distributor will follow: from where to find prospects, how to approach them, how to sponsor them, and how to train them to reach the higher pin ranks. (For the sake of simplicity and your understandingI use the term pin ranks to mean people who reach the top levels of your compensation plan, whether theyre called Diamond Directors, National Vice Presidents or Master Coordinators. The name comes from the fact that distributors receive a pin upon achieving these ranks.) Each stage in this process should be clearly defined and taught to the distributor at the appropriate time.
Heres a breakdown of the steps that might be included in a system. This is not meant to be the be-all, end-all. If fact, your system may be quite different. I offer this example, so you can see the kind of structure Im talking about.
Step One The Pre-Approach ...
This is the qualification step the one that determines whether you have a suspect or an actual prospect. This can be done simply with qualifying questions, or qualifying questions combined with a pre-approach packet. This packet would include materials designed to screen out people who are not good candidates for the business. (An example is my Lifestyle Freedom Pack.) Pre-approach means before the approach. In other words, this step will determine whether or not you would approach them about the opportunity at all.
Another way to do this is with a brief, mini presentation. This is a quick overview, usually 30 minutes or less, to see if your candidate is a serious prospect. This is usually done one-on-one in a non-threatening environment (example: in the prospects kitchen or at a coffee shop). When you first begin, this should be done as a two-on-one, meaning you and your sponsor together presenting to your prospect. This can also be done in a small group meeting in your living room.
The interested prospects would be given a specific set of materials to study, usually called a take home packet. This packet would have a break down of how money is made in the business and some supporting materials on the products, usually a brochure or catalog.
Step Two The Presentation ...
This is where the prospect takes a second look at the presentation, usually at a larger home or hotel meeting, but it can also be done one-on-one. Like all steps, there should be a clearly defined set of specific materials (the Follow-up Packet), which should be given to the prospect. This is usually more detailed information than the previous packet.
Step Three The Follow Up ...
This step might involve getting the prospect to another, bigger presentation (like a large hotel open meeting) or simply bringing one more packet of information to the prospect and encouraging them to make a decision. Check with your sponsorship line. In either event, the packet of information and the procedures followed should be exactly the same for every distributor on every level.
Step Four The Enrollment Process ...
This is the step that falls after the prospect nods and is ready to become a distributor. NOTE: This can happen at step two, or step three. Each prospect lands at his or her own speed. Its important that whether or not a prospect poises to join at step two (thats great!) you still expose them to the information in step three to preserve the integrity of the system.
Like our other steps, the enrollment process should be completely translated, step-by-step. The training that you receive should be the same, exact training that someone on your 25th level, five states away, will receive when joining your organization. (See my Learn more training materials).
These four steps are the foundation for your system. Whatever which program youre in, it should generally parallel this process. Again, though, check with your sponsorship line for specifics. The later steps of red tape will vary more greatly from program to program. They involve managing organizational growth and developing leadership skills. (I explore them more deeply in the Building Depth and Leadership Strategies chapters of my book.).
Overall, however, visualize a system as a complete, step-by-step process that anyone who joins your organization whether theyre a doctor or waitress, Ph.D., or high school dropout can duplicate. It means you should have the opportunity to fly to a city 3,000 miles away hire someone on your 50th level that youve never met and be teaching the same principles and specifics theyve been being informed the person whos on your 49th level.
Youll notice this doesn't involve one of the dishonest and obnoxious practices we discussed earlier. Your system should focus on identifying qualified prospects, educating them, and allowing them to make the right decision for them. A lot of people ask me how this variety of system works today, in a more competitive environment. The answer is, better than ever! In fact, prospects today are so jaded today, so assaulted, consequently skeptical, they are completely switched off by the high-pressure techniques. The kind of honest, easy marketing were speaking of is very attractive to them.
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tiresomeappendi10 · 6 years
Text
Choice Provisions on Runner3s steps forward Runner3 is the latest and most finely tuned of a series of extremely fine-tuned (and fine-tuning oriented) games, a whimsical needle-threading simulator in which you jump, slide, and kick CommanderVideo through an auto-scrolling gauntlet of bespoke terrors and panic-inducing staircases. How do you refine a gameplay system like the pared-down Runner? Gameplay wise, personally, I wanted to simplify things a little bit, Choice Provisions co-founder Alex Neuse told me. In some respects, there were too many moves in Runner1 and Runner2, and I wanted to get a little bit more pure of an experience, but then also add some nuance to that. That nuance comes in the form of new double-jump and ground pound moves that, along with the existing glide, allow players to exert more direct control over CommanderVideos jump. More info with regard to Sky3DS Plus at r43ds.com.de .That was one thing for me that felt nice, as somebody who likes to think about how do my hands feel when im playing a game? Runner3, when Im doing really well my hands feel great, Neuse said. I think we also really wanted to open up the world, said co-co-founder Mike Roush, and make it this sort of deeper, richer experience where really, when you look back at Runner2, its so sidescrolling platformer-y, and we wanted this to feel like more of a Triple-I experience as they say, and pump up the production values and have this game where you feel like youre really submerged in a world. Neuse explained that the team felt Runner2s world basically exists to serve the player, or serve CommanderVideo, and we wanted Runner3 to feel like the world was just there and you were in it, instead of it just being there for you. Every level now has a standard two-minute runtime and thats because of the BPM, and the phrases of the song, and how you mode up, and to make it the most musically satisfying that we can, Neuse explains, with a standardized 100 gold bars to pick up, both changed from the more freewheeling predecessors. It was always a pet peeve of mine as the primary designer, that we didnt standardize how many collectibles there were in each level, Neuse said. That standardized gold count allows the player to easily gauge how far through a level theyve made it, and to know after the fact whether theyve collected everything. Roush noted that the longer levels also make the mid-level checkpoints more valuable. I didnt think the checkpoint was worth much in Runner2, so we wanted to put some emphasis on like, hey, you know, use the checkpoint now. Thats why its in there. (Ed. note: use the checkpoints.) A two-minute-long Runner3 gauntlet can feel like much longer (and can actually take much longer, of course, depending on how many retries it takes). The two Choice Providers recounted feedback from Runner1s Odyssey level, noting that people thought it was seven, eight, or even 13 minutes long. Its just over two. [embedded content] Marking your progress through those extra-long levels is a new graphic that shows how many times youve failed (bonked in Runner parlance) each time you restart. Just a big number before every retry. A big, growing number just to confront you. [My wife] got halfway through Runner3, Roush said, and shes kind of competitive and I think 53 was her highest bonk. Shed get mad at me: Theres no way Im going to 60! I have personal experience of seeing the number 60 on my television screen, and it leads to a feeling. That feeling, of course, is a prelude to the eventual, hypothetical joy of completing a Runner3 stage. Just because you bonk, Roush noted, doesnt mean that youve failed. There has to be difficulty for you to get that elation when you actually make it through the level. If it wasnt difficult, then you wouldnt feel good when you finally did it. So its hard for us to view difficulty as a bad thing. He felt the elation firsthand, he said, when replaying Runner during the development of Runner2. I was playing on weekends, Saturday mornings, because I was so busy during the week, and I could not beat the game! I was totally blown away. But I kept going. Part of it is, I was just not good at Runner1 I had gotten used to Runner2. But I went back, and I finally beat that game, and I dont know if Ive ever been so happy beating a game, or proud of myself. It felt so good. Neuse said his parents, who otherwise dont play games, completed Bit.Trip Beat, Runner, and Runner2. I kind of wonder if people who dont expect a difficulty to be a certain way dont have as. To get more information on the subject of the latest cracking technique for Nintendo Console, check this.much trouble with it. I dont know. Before our conversation ended, I had to ask about Charles Martinet. The narrator of Runner2 (also known for other fairly well-regarded video game voiceover roles) is back in Runner3, both as the narrator and as the playable character The Narrator. That choice, it turns out, was motivated by a specific, practical request on Martinets part. One of his bits of feedback from Runner2 was, he was telling us that at conventions, he didnt have anything to sign for Runner2, Roush said, unlike the 8x10 prints he uses for characters like Mario and Skyrims Paarthurnax. We had to make something visual, Neuse said, because he was only a voice.
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As a bonus, integrating Martinet further into the world legitimized his involvement in the series, I feel. Martinet, who Roush called literally the nicest human being I have ever met in my life was game to record spoonerized versions of level names, something that triggers randomly when choosing a level, and ad-libbed some of the advertising gags that open the game. Runner3, complete with included digi-Charles Martinet, is out on Switch and PC now, with PS4 and Xbox One releases to follow. BUY Runner3 (physical)
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