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out perform // outlast // out work

One Topping: Liamaroni

Crossovers are my new favorite thing. If you missed our video with DJ/Youtuber Liamaroni, you missed the most fun I’ve had in a while. Our mutual love of Bethesda’s masterpiece Fallout 4 brought us into our most recent collaboration. Working with Liam was great- he’s a guy with a good balance of vision and flexibility. Of course after playing almost nothing but Fallout 4 since it released in November, I was psychFallouted to show off my own work as well. As far as OOTWW goes, this was a first for us. The first time we’ve come across this kind of musician/gamer combo, so we had to get Liam in for an interview! What fascinated me most was just how the industries seemed to blend when it came to Liam’s work, each depending on the other for inspiration and drive. Liam’s process making videos bares a lot of resemblance to my own in building things in Fallout 4- a thousand individual pieces carefully fitted together to make a cohesive, aesthetically pleasing product. I put a couple of questions to him about his side of things.

As a guy with his hands in both fields, what do you think is the relationship between video games and music? How much do they rely on each other, how do they work together?

I think the relationship between the two (video games and music) is very strong and underestimated a good majority of the time. I don’t think people realize just how big of a part music and sound design are for the gaming industry. Often times I find that my favorite gamesLiamaroni are the ones where I become attached to the soundtrack, or the soundboards of the different characters. Being involved in both fields, I take a lot of time to ensure my videos have the proper music and visuals to set the mood I want to set for my audience. I strive to force my audience to view my YouTube channel as a happy, social environment for everyone to get together and have fun. A lot of this is subconsciously done with music that just works with my type of content. I also work hard to give the highest quality commentaries possible, and that’s quite honestly the most critical part of what I do as an entertainer on YouTube.

How do you reach your audiences differently depending on what kind of content you’re producing? Do gamers react differently than music fans?

I do a lot of ad campaigns and keyword marketing techniques depending on what it is that I am actually marketing. I don’t like to stereotype my YouTube channel into one thing, or say that I ‘only produce content for gamers’ because that is simply just untrue. Even though my YouTube channel is almost exclusively gaming content, I see my channel as a very intimate and personal brand, and in the future I am striving to really branch out in all different directions to see what is successful and what fails. No matter what I am doing, I always try my best to connect my viewers into a single audience, but I know it’s never going to be exactly that. I do, however, feel like I am building a very genuine core audience of people who don’t really care what I do, as long as I am doing something. I think that’s a very special thing, and I am really grateful for the people who just want to see me be happy doing what I love.

Can you take us behind the scenes of your video creation process? What do each of these look like for you before we see them?

When I initially start a YouTube video, I will take it on in 5 different steps. Usually being that I first start out with the core concept.. Which means I either start the project by doing the thumbnail or by recording the aIMG_0535ctual gameplay used within the video. When I do the thumbnail, I will start with a blank 1920 x 1080p page. I have a color palette that I have crafted over the past year or so that I typically use in addition to a couple different overlays and color correction filters to give a vintage or burnt/post-nuclear look to my work. I believe the video thumbnail is one of the most important selling points of a YouTube video, so it needs to easy for the viewers eyes to take in. Because of this, I usually keep the typography as minimal, large, and appealing as possible. After I am finished and satisfied with the thumbnail and gameplay I have recorded, I will then move on and record ALL commentary and audio within Audacity and export the raw uncut recordings I get. The final part of audio is to transfer to the DAW (which in my case is FL Studio 12), and I have a commentary preset I created for the mixing aspect of audio. The mixing preset basically just widens the vocal mix with a bit of chorus and reverb, and then a Paramedic EQ that adds some beefiness to the low ends. To top off the preset, the vocals go through a vocal limiter with a noise gate to get all background noise out as much as possible. For any other errors within the audio I will manually just take the razor blade tool and chop them out. When it comes to background music, I produce all of the music in my videos or it is music that my close friends have produced to avoid copyright issues when I am monetizing my content. In my opinion, audio is the absolute most important part of a YouTube video. If I am not able to shoot high quality audio with a microphone and do a proper mix down, then worst case scenario, I think it is crucial that I speak as clearly as possible to ensure my viewers get the best experience possible. Once all of this is complete, I move everything into a premiere project template where I have my After Effects intro and outro setup and all the audio channels are premixed for the most part, unless I am doing something new, outside of one of the series based videos I do. I like to keep my vocal audio at -12db and my music around -24db. It’s a pretty simple concept, and then as for the visual part of the video I chop it up however I need to.. I usually take about an hour to edit just the video portion and chop it up to my liking. Finally, once I am ready to export, I export at 1920 x 1080p with the H.264 format at 23.97fps… Which is pretty average for high quality videos. That is essentially my YouTube video process. The full cycle takes me about 4-8 hours depending on the complexity of the content.

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This entry was posted on July 17, 2016 by .
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