I’d inadvertently invented the role, Cavanagh decided, and so he invited me to reprise the role I’d played in the first Hexagon game. It didn’t sound “right” to Cavanagh’s ear. But for whatever reason, the voice-actor just wasn’t nailing it. When Cavanagh decided to entirely rebuild and redesign the game as Super Hexagon, he sought proven talent for the all-important role of “the Voice.” And this time, he hired a pro. (One crucial component of success is being anyplace at the right moment, with bells on.) Anyway, that’s the amazing true story of how the first Hexagon game featured me, rasping my lines not-very-well into GarageBand. As a fan of his games and a follower of his Twitter account, there I was, immediately and with bells on, sending him a somewhat-unsolicited MP3. Cavanagh, hard at work on a very short project, tweeted that he needed someone to record just a few short words, and SOON. Here I should stress that I absolutely muscled my way in to the original Hexagon. The designer, Terry Cavanagh, wanted Super Hexagon to be really polished and professional - a departure from the original Hexagon, which was developed for Pirate Kart and was therefore a necessarily rough-hewn exercise. In college I was not the director’s first choice to play Hamlet either, and now, as then, my insecurity over this fact really drove me to excel. I didn’t take this personally, no, but I did take it hard. Shockingly (!), I was not the first choice for the voice of Super Hexagon. ![]() In this post-mortem, I will attempt to list off some of the lessons I’ve learned from that game about voice-acting, while also describing my own creative role. I’m so, so pleased to have participated in Super Hexagon’s making. She’s actually interfering, isn’t she? And that’s me. “Excellent,” she intones anytime a player scores a new personal best. It isn’t enough that the game is blazingly hair-trigger difficult adding insult to injury, there is this disembodied voice announcing the player’s progress. Its premise is dead simple: Survive for 60 seconds. Like Terry Cavanagh’s other games, Super Hexagon is a punishing experience. (I also lent my voice to the original Hexagon, and I have one other game in the pipeline.) I’m proud to say that I am now technically a BAFTA nominee, thanks to my voicework in the video game Super Hexagon. However, at various points in my life, I have moonlighted as an actor. ![]() This is why patterns become very important in the Black-White mode, because if you don't consider all the cases, you may die. and Multi-C, begins from the top or the bottom, either L (CCW) or R (CW). Beginning of 321, either (top or bottom) direction.C-shaped parts with a hole at the top or the bottom. ![]() If you watch a part that looks like, there are 10 possibilities. Which direction I should move? The answer is bottom obviously, but let's think about a moment earlier. This is why this makes everything harder. (Occational spins makes this easier.) Not rotating makes you to move pointer to (vertically) middle as much as possible. If there was spin, I would be able to decide which direction I should rotate before it's too late. Can you tell me which direction, top or bottom, I should move? (Ignore the Solo) If my pointer was at the bottom and the holw was at the top, I wouldn't be able to move 3 units because simple there's no time to move. This makes preparing for patterns very important, and makes black-white mode requiring a lot of different strategies from other Super Hexagon levels. However, it isn't, because you can't check top and bottom sides of a part until it comes close to you. You may think that the fact that there's no rotation makes it easier. Not rotating makes everything HARDER(and, why patterns are important)
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