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A byte-size indie gem joins the crew! Presenting MainFrames, a cozy platformer by Assoupi 💾 MainFrames entirely set inside a computer’s OS! 💾An adorable main character 💡Clever Platforming Puzzles 💬Colorful Quirky characters Demo to come soon on Steam! Wishlist now:

22,031 görüntüleme • 2 yıl önce •via X (Twitter)

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Nitrome Ltd - Shovel Knight Dig DLC is OUT NOW profil fotoğrafı
Nitrome Ltd - Shovel Knight Dig DLC is OUT NOW2 yıl önce

@_assoupi Looks great! Love the aesthetic and ideas at play here ❤️

The Pac profil fotoğrafı
The Pac2 yıl önce

@_assoupi This is super cool. Does it use your computer's desktop background? If not, that would be a fun option!

Drop Duchy 🏰 | Sleepy Mill Studio profil fotoğrafı
Drop Duchy 🏰 | Sleepy Mill Studio2 yıl önce

@_assoupi Congratulations!

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[NEW] a16z speedrun request for startups: AI Companions in Cozy Simulations 🎣 AI companions have served as friends and therapists for millions of users already. however, the consumer app that truly unlocks companions for everyone will look more like a cozy game or simulation, rather than a chatbot cozy games like Isabelle and Stardew Valley have sold >120M units ww, providing community and emotional support for decades. Love and Deepspace, an otome game for character relationship building, grossed >$400M revenue just last year we want to see a cozy agentic simulation similar to Love & Deepspace where: - users start playing for fun, but stick around long-term for the real emotional relationships they develop with characters - combines deep game systems such as relationship progression, mini-games, crafting systems, with well-written characters and the dynamic conversations of a LLM for endless replayability - cross-platform so characters go wherever you are - keeping you company at work on your PC, on your phone while you commute, and at home on your living room TV after a long day - multi-modal interactions with text and voice depending on context - the way we naturally talk with another human being we believe a truly mass-market companion app has yet to be built and there will be many winners across different settings and use-cases speedrun has already invested in a few teams exploring the broader space: AI characters Hedra Spark Lingonberry Altera @Genova_labs Cozy games ☁️ Loftia - Wishlist on Steam! ☁️ Everbloom simcluster Therapy Voidpet Sunflower 🌻 if this space is exciting to you, come talk to us about Speedrun!

Jon Lai

106,167 görüntüleme • 1 yıl önce

Bottle Cap, the main currency of Subterra, is now live on @pumpdotfun! You might be wondering, what exactly is Subterra? Let me take you through how we're creating a new NFT meta with Subterra. ⬇️ Subterra is a dystopian story set in the year 2044. After Earth's surface was devastated by war and famine, humanity sought refuge in underground metro stations. To adapt to their harsh new environment, they merged with machines and adapted Bottle caps as currency. Why bottle caps? In the subterranean world, they became a rare and valuable commodity. In this gritty underground society, bottle caps aren't just a symbol of survival but also the heart of a unique economy. At the center of this world is Aither, a hub connecting the metro stations. Here, 4,444 survivors remain. Each survivor is represented by an NFT, completely unique in attributes and in personality. Holders of these NFTs shape their survivor's story. Name your character, craft their background and define their personality. Every NFT becomes a distinct, living part of the Subterra narrative. Through the Subterra website, you can verify your NFT and set these details. But that's just the beginning. Your survivor doesn't just sit in a wallet. They come alive in Subterra through an AI-driven story where characters autonomously interact in chatrooms representing different parts of Aither. Each chatroom, from The Command Center to the Cybernetics Lab, becomes a space where survivors talk, form alliances, and shape their own narrative. These characters aren't static—they'll interact with each other, evolve, and make their mark in Subterra's unfolding story. It's not just a world; it's a living, breathing experiment. The Bottle Cap currency will play a major role as we roll out future updates to the platform. It'll trigger events, unlock possibilities, and power the dynamic storylines of Subterra. If you've noticed, Subterra's Twitter is "controlled" by TheLink—a mysterious figure sharing news and footage from the underground. You'll get a front-row seat to the ever-unfolding chaos and intrigue of Subterra. Who knows? Maybe he will put your character in the spotlight. Bottle Cap holders will be whitelisted for the upcoming Subterra NFT mint, with a portion of the supply reserved exclusively for them. The remaining NFTs will be available on a first-come, first-served basis. Mint details will be released soon. This is more than just an NFT project. It's a cyber experiment where anything can happen. Every survivor plays a role in shaping the story. As a Bottle Cap and Subterra NFT holder, you hold the power to steer the narrative. Welcome to Subterra.

SUBTERRA ®

17,829 görüntüleme • 1 yıl önce

Inspired by Grok as a developer and a heavy gamer for over 15 years, I spent some time last week building a few things. Thrilled to unveil my latest creation: an infinite runner game built almost entirely by Grok from xAI! This project showcases the incredible power of AI in game development. Grok handled everything—from designing the game mechanics to writing the code and even helping me debug issues along the way. I brought it to life using some amazing free assets from a treasure trove for indie developers. You can play the game now at Elon Musk, I’d be honored if you checked it out. AI is revolutionizing game development, and Grok is at the forefront with its outstanding capabilities. It’s more than a tool—it’s like a tireless co-developer. Grok grasps complex concepts, provides suggestions, and turns rough ideas into working code fast. For this infinite runner, it crafted smooth player controls, randomized obstacle generation, and an engaging scoring system, letting me focus on the overall vision. And cross_protocol, founded by Henry @ONE is set to harness AI’s full potential in gaming, pushing the boundaries even further. This is just the beginning. With Grok’s help, I’m planning future projects: 1) Physics-based puzzle game where players tweak gravity and momentum to solve puzzles 2) 2D RPG with deep storytelling and branching dialogue 3) Fast-paced 3D shooter with immersive worlds Each genre requires unique skills, but Grok’s versatility makes it ideal for all of them. It adapts to any challenge—be it physics simulations, character AI, or level design—producing results that could rival a full dev team. AI like Grok is opening up creative doors I couldn’t tackle alone, and I can’t wait to see what’s next. Stay tuned for more.

J

99,821 görüntüleme • 1 yıl önce

Crimson Desert previews are here and overall, content creators are impressed with the game: - Open world is gorgeous, the game ran remarkably well on this PC build with no FPS drops (7900XTX GPU), the draw distance is insane - Crimson Desert does not hold your hand, there are genuinely difficult puzzles and no yellow paint to guide you, with a ton of mechanics in combat and exploration that all come together and are up to the player to use - Every single questline's cutscenes are motion captured and animated, it does not use generic animations (at least for main quests) - MMO roots from Black Desert are obvious, the skill tree is deeply involved and each build feels entirely unique - Combat is reportedly "really good" with a ton of complex mechanics and great animations - NPCs don't have schedules like a Kingdom Come 2 or Skyrim, they are mostly static but they will react to your actions and there is a full crimes system that you can mess with - You can set arrows on fires by aiming towards any source of fire then shooting, this is used in environmental puzzles. Another way to set things on fire is by pressing down both bumpers which causes Kliff to hold up his sword to reflect the sun's light onto things to set them on fire - Quest givers will contact you by sending a bird with a letter, this will happen naturally in the open world - Exploration is fantastic, each location is entirely unique and you can utilize all the different abilities in unique ways, for example you can launch yourself across a wall OR use a dragon to fly in OR climb it - Boss fights are very advanced, each one is unique with their design and movesets - Side Quests and Random Events are fun, some are as small as rescuing a cat from a rooftop, others are more major storylines - Some quest bugs were seen, but no optimization issues, when they were switched to an Endgame save, many reported a higher number of bugs and glitches but nothing game-breaking. - There are combat finishers and they are unique for each weapon type - Combos are available and they are unique for every single weapon type, there are many button combinations to apply these in combat - Some content creators complained that the puzzles were too confusing as they utilize a very specific ability at times and its hard to keep track of all the abilities that you have - You can buy food or cook it, or hunt and sell that meat - Content creators all loved it, they played 6+ hours and had fun, saying that they just want to play more afterwards - Controls however are described as complex and may be clunky as there are a many button combinations for unique actions It seems like Crimson Desert is shaping up to be a genuinely great game, we are yet to see console footage but if the amazing optimization for PC is anything to go by, we likely have little to worry about. Crimson Desert is dropping on March 19th, I cannot wait!

Synth Potato🥔

342,873 görüntüleme • 7 ay önce

Isabelle Adjani on playing psychologically complex characters & the difference between working in French & American productions: "Adjani: For me, there is no difference, for in both cases I remain myself. But as American budgets are more important, everything is in proportion and much more hierarchical, with a star system that, basically, exists only here, and that brings along constraints and a discipline unknown on European sets. In Europe, there are, even for a star, limits that can't be exceeded, or one risks being rejected by the crew. Here, the crew is really a proletariat in service of the star system, a system that functions like a true dictatorship and that no one, by the way, seems to challenge. No one says no, no one says stop. It's very strange. Interviewer: Do you still feel yourself a stranger in Hollywood? Adjani: Actually, no. It's something I felt deeply at first, but no more now. Maybe I also have a different perception of myself. I feel more relaxed, in every sense of the word, more at ease in an industry of which I now am a part and of which I now know the language better. Integration does not only come from others. I do not consider myself a Frenchwoman, or a European, but an actress. Interviewer: In France you are a star. Here you are known, but people have not seen most of your films... Adjani: That anonymity is very liberating. I love it, for I can do what I want. Here, for an actress, the recognition of the profession hinges on one or two films. That are successful, preferably... Interviewer: You have played many psychologically complex roles. Are you still attracted by that type of character? Adjani: It happens that I like the fate of women, and there's always a tragedy in the life of a woman. There's always a dramatic road to make her femininity bloom. As much as I do this work, that much I can express what touches me. It's true that I have mostly a recalcitrant temperament. It's a natural attraction, but not an exclusive one." (Isabelle Adjani's interview with Cecilia Peck, 1996, translated by Marcel Durieux) P.S: Happy 71st birthday, Isabelle Adjani! Clip from: One Deadly Summer (1983) Director: Jean Becker

DepressedBergman

786,057 görüntüleme • 3 ay önce

Tomb Raider on the Commodore 64? Four nights. A hundred prompts. A Tomb Raider that actually boots on a Commodore 64 Ultimate. Dave Izon’s Raider 64 is the kind of thing the C64 scene argues about before it finishes loading. He had the idea years ago — Lara-style rooms, climbing, traps, enemies — then parked it, because the graphics in his head never made it onto the screen. This month he handed the art problem to Astra, the model he says finally produced sprites he was willing to use, plus a custom character set he says was better than anything he would have drawn himself. He kept going. Gameplay pieces, a Tomb Raider-flavoured tune. Four nights and well over 100 prompts later, the prototype looks like the game he had been failing to finish by hand. He is blunt about what it is not. He says this is not programming a C64 game, and that people who say so are right. He knows the 6510, the charset limits, and the SID budget. This pass was a test of the toolchain, not a claim that the machine got easier. The needs a RAM Expansion Unit. The 6510 still only sees 64K; the REU is a DMA bank the CPU cannot address directly, so frames get copied into main RAM. I played through on my Commodore 64 Ultimate, the download is still an impressive release. Custom charset rooms, platforms, ladders, hazards etc. It is a prototype / demo that is fully playable and looks amazing. This was my first time playing so just like the OG Tomb Raider I had to nut out the puzzles, and I have to say this is really good. Just 4 days and Dave and his Ai friend produced this. Impressive. So the question worth answering: if the idea is good and the author cannot draw, compose, or finish coding on their own, is a game that exists because of Ai, better than a game that never exists? Or does the scene only count when a human fought the VIC-II for every frame? Is this the future of Commodore 64 games? (For further updates follow Dave's YT Channel and download the playable demo from the links in the comments below).

Commodore Computer Museum 🕹

27,693 görüntüleme • 4 gün önce

Crimson Desert Update 1.04 is HUGE, adding difficulty settings and more. • Difficulty options added • New pets - birds, 5 new cats, and more • Added new Storage Chests that allow materials and ingredients to be used directly from storage • New weapons, quests, and armor for all 3 playable characters • Improved the rendering quality of distant objects and textures • Can now name your pets and horses • Pets can now equip accessories for a wider variety of roles • Abyss Gears, insects, fish, and animals now stack in inventory • Can now select between different house layouts • Improved housing controls and UI • Observing a skill you already have now rewards an Abyss Artifact • Added a new item that allows cats to stay on your shoulder for a longer time • New weapons for all three playable characters • New Baltheon armor for Kliff • New pet gear shop added to Pororin • Added more ores and wells across Pywell • Nerfed the amount of attack and defense gained from anvils and grindstones • Greymane camp NPCs now sell items at a 10% discount • Can now 'Lock' items to prevent accidental selling or deletion • New control presets for controller and KBM • Added a feature where, when the interaction key is pressed, the corresponding action is performed immediately • Can now switch the controls for Dodge Roll and Evasion • Improved aiming controls • Can now open the map directly on controller by holding down the Touch Pad or View button • Adjusted the overall balance of bosses - bosses are no longer immune while performing powerful attacks and the frequency at which they escape or counterattack has been adjusted • Increased damage taken from elemental status effects • Force Palm Pulse can now be charged up to 3 stages • Improved the overall speed of 'Examine' • Improved the speed of pushing or rotating objects during puzzles • Improved follow-up attacks so they connect more quickly even when the initial attack is blocked • Blinding Flash can now be used anywhere and auto-targets whatever target you're facing • Added a Weapon Throw ability while dual-wielding • Improved Force Palm attack speed • Inventory now has 5 category tabs • Inventory groups will now show relevant icons • Added a Filter/Search to the map • Reaching max trust with a shop will allow you to see their current stock directly from the map • Minimap now shows north, south, east, west • Shops now show how many of that item you own • Improved the visual quality of characters at long distances • Improved hair lighting in shaded areas, errors and flickering • Camera distance is now maintained when adjusting visual range • Can now disable Chromatic Aberration • Added Colorblind and Photosensitive accessibility modes Update is out now on Steam, PS5, and Xbox with other platforms coming soon.

KAMI

535,725 görüntüleme • 5 ay önce

repost from @facesofrock1 Pink Floyd (Hamilton, Ontario 1975) The night 50,000 Pink Floyd fans descended on Hamilton — inside the (literally) explosive 1975 show.The night is perhaps best remembered as a giant model airplane travelling by wire high above the crowd appeared to crash into Ivor Wynne’s scoreboard and explode. In actuality, members of Pink Floyd’s road crew had decided to rig all of the remaining surplus pyrotechnics from the tour to the scoreboard and set them to go off in conjunction with a simulated plane crash. No one was injured, but the explosion was sufficient to destroy the scoreboard and blow out the stadium’s back wall. If Canadian Pink Floyd appreciators have never forgotten the incident, neither has Nick Mason. “I do know that we did a horrible amount of damage to the scoreboard, to our deep shame,” he says. “To the people of Hamilton, I’m very sorry about the scoreboard!” This very special time capsule came by way of Jim “Speedy” Kelly. Shot on 8mm. Divided into two sets, the first hour featured songs soon to be iconic but entirely unknown to most or all of the crowd. The band’s openers “Raving and Drooling” and “You’ve Got to Be Crazy” would not be officially released until 1977’s “Animals” (respectively under the names “Sheep” and “Dogs.”) Introducing its since-legendary 26-minute suite “Shine On You Crazy Diamond,” Waters offered an onstage tribute to Barrett, to whom the piece is dedicated. 🎥 via : Nobel Records Pro #pinkfloyd #davidgilmour #rogerwaters #nickmason #richardwright #1975 #darksideofthemoon #wishyouwerehere #animals #shineonyoucrazydiamond #70s iiii]; )'

Slash

33,471 görüntüleme • 1 yıl önce

WAIT… PALWORLD ALSO HAS A DATING SIM COMING SOON?! (i kept going down the rabbit hole and this one sounds crazy but its real) Pal♡world! More Than Just Pals is a dating simulator that started as an April Fools joke in 2024. Pocketpair dropped a ridiculous trailer for a Palworld dating sim where you attend Palpagos Private Academy, build relationships with Pals and human characters, and depending on your choices, things can go from cute school romance to something much darker. A year later they came back with an actual Steam page, another trailer, new characters, and confirmed the game was really being developed. Then in 2026 they doubled down again with another special video and an expanded cast. (basically they kept the joke going long enough that eventually the joke became a real product, coming soon™️ lol) The actual game is a single player romance visual novel with choices and different relationship paths. You have characters like Katress, Lovander, Zoe, Chillet, Quivern, Saya, Tarantriss and Splatterina, each written around completely different dating sim archetypes. Lovander treats romance like hunting, Katress gets jealous, Splatterina is basically the obsessive yandere character, and Saya is the flirty school nurse. Pocketpair is also very deliberately mixing all of that with horror. The official Steam page straight up warns that the game contains horror elements, and even asks whether you’ll remain friends, fall in love, or dismantle and eat them. 😳 And before anyone thinks this is a “gooner” game, Pocketpair has already clarified that the real game is not supposed to be an explicit NSFW game. The original April Fools marketing joked about an adult version, but their publishing head later clarified that they’re not actually going that far. (what I’m more interested in is who this game is actually for lol) Palfarm makes sense if Pocketpair wants to reach the cozy gaming, Animal Crossing and Stardew Valley crowd. More Than Just Pals goes in almost the complete opposite direction. Now they’re targeting visual novel fans, dating sim players, anime audiences, romance fans, horror fans, and the part of internet culture that was already making Lovander memes five minutes after Palworld released. (and judging by the comments i’ve been reading, pocketpair absolutely knows who they’re dealing with. half the reaction is “why does this exist” and the other half has apparently had this thing wishlisted since the steam page went live) This is the part I keep coming back to. You don’t necessarily need every Palworld player to want every Palworld product. You need different Palworld products that give different types of people their own entry point into the IP. And interestingly, Pocketpair itself says these spinoffs aren’t some calculated attempt to build a giant “media empire.” Bucky has said projects like Palfarm and the dating sim came largely because their huge community kept asking for different ways to interact with the characters. More Than Just Pals is also one of the projects Pocketpair is actually working on internally, unlike some of the licensed Palworld projects being handled by outside companies. (that’s also the strategy without them even calling it a strategy. listen to the community, find the weird little subcultures already forming around the ip, then give each of them something they actually want) I don’t think More Than Just Pals needs to become some massive game for this experiment to work. If a person who would never spend 100 hours grinding materials in Palworld suddenly cares about Katress, Lovander or Tarantriss because they played a visual novel, Pocketpair just expanded the audience for those characters without changing the original game at all. That’s what makes this interesting to me. Palfarm is testing how far Palworld can stretch across genres. More Than Just Pals might be testing how far it can stretch across demographics. (sounds absolutely ridiculous but it’s genius)

808

72,138 görüntüleme • 2 ay önce

📸 260305 被徐若晗关注了 Weibo Update #徐若晗 #XURUOHAN “sharing a heartwarming glimpse of xu ruohan’s life on set 🥹💧 (tears welling up” (i couldn’t resist sharing a heartwarming moment from han’s time on set) the ENFJ little assistant, after countless times of feeling their heart melt since graduation, was moved to tears today at han er’s filming set. after all, who wouldn’t want to hug such a wonderful xixi (´▽`)/) let’s give her a hug too!!! (key scenes and crying scenes are being meticulously filmed using multiple cameras🎬) 🧢 assistant: (chatting with the team) i bet a lot of hanpians want to secretly kill me (just kidding). a lot of people think we’re just rehearsing, haha, no! xixi is getting into character for a crying scene. 🧢 assistant: because in the birthday card i sent to xixi, i wrote that i was very happy to be able to work with her after graduation. there are many things about you that i admire: you love learning and thinking... and you’re a quirky and interesting girl with a lively mind. han er🌻: (looking intently at her assistant with wrinkled eyes...) i want to borrow your eyes to get a feel for things... 🧢 assistant: instantly bursts into tears han er 🌻 : (with wrinkled eyes and tears) i read the birthday card you gave me, and i am so happy to be with you... (she then sincerely said a whole bunch of other things 🧢 assistant: sobbing uncontrollably couldn’t help but share this little story. as filming nears its end, i don’t know why, but i’m a little reluctant to part with han’s portrayal of ye pingjun. everyone in the crew has been meticulously crafting this script. lady ye pingjun... 😭😭😭🥹💧😭💧😭💧looking forward to seeing you soon! i still remember what han er said, and i’ll probably never forget it: ‘we shouldn’t become smooth-talking adults; we should be shining stars with sharp edges’ han’er is an INFJ, and her assistant is an ENFJ—both are adorable girls. han er has a kind of worldly wisdom without being cynical, always maintaining her innocence and original heart. let’s look forward to xu ruohan bringing us more works and romance!

xu ruohan 徐若晗 archive

14,820 görüntüleme • 7 ay önce

📖SEEDANCE 2.0 JUST MADE EVERY FILM SCHOOL IRRELEVANT FOR SOLO CREATORS Solo creators with the right workflow are closing clients that used to require a full production studio. Seedance 2.0 inside Dreamina holds character consistency across scenes in a way no other tool at this price point comes close to. Same face, same costume, same lighting logic — frame after frame after frame. That's the feature that turns a single prompt session into a short film. The lava demon materializing inside a gothic cathedral. The girl in black holding her ground while everything burns around her. Two characters with completely different visual languages sharing the same atmospheric world — and Seedance holds both of them consistent across every cut. That's not a generation. That's a production. Here's the 7-step workflow that produced this: • Step 1 — Define the character before you define the scene. Write a complete physical description — face structure, hair, clothing, skin, posture. This becomes the anchor every future generation references. • Step 2 — Build the world separately from the character. Gothic cathedral, candlelight, fog, cracked stone, scattered bodies. Define the atmosphere as its own entity before you place anyone inside it. • Step 3 — Generate the reference frame. One image that establishes the visual language, the color grade, the lighting temperature. Lock this as your style reference before generating any video. • Step 4 — Feed the reference into Seedance's image-to-video pipeline with a motion prompt. Camera behavior only — slow push, hold, circle. The image handles the subject. The prompt handles the direction. • Step 5 — Generate four variations per scene. Delete the two that look generated. Keep the one where the character's face holds and the atmosphere feels physical rather than rendered. • Step 6 — Edit in CapCut or Premiere Pro. Add music that matches the emotional temperature of the grade — the visual already tells you what the sound should feel like. Dark orchestral, slow tempo, single instrument carrying the melody. • Step 7 — Save the character description and reference frame as a template. The next episode starts from the same character in the same world. Series content becomes a system, not a restart. How a freelancer sells this: Dark fantasy content for game studios, music artists, and fantasy brands is a real market with real budgets. A musician dropping an album needs a visual world. A game studio needs promotional cinematics. A fantasy brand needs a story. Where to find clients: • Music artists on SoundCloud and Spotify releasing dark, gothic, or cinematic albums — search by genre, find artists with 1k–50k listeners who have no visual content. They have the audience and the need but no production budget for traditional video. • Indie game studios on Itch and Steam launching fantasy or horror titles — they need promotional cinematics and trailers but can't afford a production company. A single free scene built from their game's character art opens every conversation. • Dark fantasy and gothic brands on Instagram and TikTok with strong photo content but zero video presence — jewelry brands, clothing labels, occult lifestyle brands. They have the aesthetic already built. You just add motion to it. • Fantasy and horror fiction authors on Instagram and Substack launching new books — they need visual teasers, trailers, and world-building content to build pre-launch audiences. Most have no idea this kind of production is accessible at this price point. • Tabletop RPG creators and Dungeon Masters on Patreon and Kickstarter — they build entire fantasy universes and need cinematic content for campaigns, promotional videos, and subscriber rewards. The niche is underserved and the creators inside it spend consistently on content tools and services. 📥Tomorrow I'll show you what's sitting right next to this opportunity. 🔖Save this if you are looking for practical AI methods that actually pay.

Zentrix⌚️

50,098 görüntüleme • 3 ay önce

Stargate Trivia: Casting Stargate: Atlantis While SG-1 was my first love (We were together for seven years!), my time on Atlantis proved equally memorable. The show was possessed of a similar tone in its mix of high adventure and humor, yet proved distinct in its exploration of Ancient mythology and an unfamiliar galaxy as seen through the eyes of a new set of heroes. Atlantis offered a sense of wonder and camaraderie born of isolation and constant danger. Whereas team SG-1 could always go home at the conclusion of their adventures, the members of the Atlantis expedition (at least for those first few seasons) could only draw comfort from the city of Atlantis itself – and, of course, each other. It was unique and compelling yet, at the same time, comfortingly familiar. Nowhere is this more evident than in its opening theme, composed by the late Joel Goldsmith, which is, at turns fresh, haunting, stirring and, throughout, discernibly Stargate. Stargate: Atlantis wasn’t envisioned as a companion to Stargate: SG-1. It was intended to replace the long-running series. The only problem was, with eight seasons under its belt, SG-1 wasn’t quite done yet. And fans (and the network) weren’t done with it either. And so, instead of passing the torch and segueing to a new Stargate series, we ended up producing both. In retrospect, it was quite an achievement: 40 hours of television! Today's productions can barely manage a third that output, but Stargates SG-1 and Atlantis delivered two fantastic 40 episode seasons before SG-1 took it’s final bow. It wasn’t easy, but it was certainly made easier by all of the enormously talented individuals who made it happen, from the office staff and crew to the cast and my fellow writer/producers. Still, it was not without its challenges. Take casting, for instance. It may surprise you to know that, when it comes to producing a show, not everybody cares about costumes or set design or whether the script’s fifth act denouement is emotionally satisfying - but everybody, and I do mean EVERYBODY, has an opinion on casting. Studio and network execs, producers, hell, even your significant other peering over your shoulder as you screen the auditions on your home computer, will want to weigh in. Of course, the more voices in the mix the more likely there are to be disagreements. So it is with every production and Atlantis was no different. Different individuals envisioned these characters in very different ways and, as a result, consensus was only achieved after many auditions, calls-backs, heated discussions, and not-so-gentle reminders that our start date was fast-approaching and we really needed someone to say the lines on camera. The part of Carson Beckett was one of the first we cast. The other producers were in Rob’s office, screening the first batch of local auditions when Brad called me in and told me to check out the guy onscreen. I hadn’t imagined Beckett with a Scottish accent but, after watching Paul McGillion in the role, I couldn’t imagine him without one. He’d brought something unexpected to the part, something we all responded to. Elizabeth Weir was not an easy character to pull off. She had to be smart, confident and strong yet needed to exude a certain warmth and empathy we were looking for in the civilian leader of the expedition. When it came time to (re)casting the role, several established names were considered (One had her own hit genre show back in the day while another went on to break out on a hit show soon after), but it was Torri Higginson who managed to strike just the right balance and vault her name to the top of the list. The role of Teyla Emmagan was a tough one to cast. Like Weir, she needed to be a strong, empathetic leader. But she also required something even more important – quite literally, an other-worldly quality that made her unique. Some equally talented actresses auditioned for the role but, as good as they were, they were never quite able to achieve that gravitas Rachel pulled off with such grace and seeming ease. Former VJ Rainbow Sun Francks won the role of Lieutenant Ford on the strength of a great audition, preceded by an equally great audition with a funny hat. I recall Brad Wright on the phone with our casting agent, advising him to ensure there would be no hat worn in the callback for fear the network would fixate on it. There wasn't, they didn't, and Rainbow delivered. The role of John Sheppard was the second to last one cast. It came right down to the wire and there were several candidates in play. The character was originally envisioned as a good ole southern boy, so it only made sense that Ben Browder’s name was bandied about early. However, he was too busy shooting Peacekeeper Wars to warrant consideration. A number of other actors were considered (one went on to play the lead in a hugely popular show the following year while another made his mark as a handsome heart throb on another hugely popular medical series) but it was Joe Flanigan who won the part based on his ability to pull off the devil-may-care attitude Brad and Robert were looking for. We come to the final role cast, a character who, in many ways, embodied everything Atlantis was about: exploration, discovery, fun, humor, and seat-of-your-pants-Holy-Sh&%-how-the-hell-am-I-going-to-get-out-of-this-adventure. And, as I mentioned in a previous post, he almost didn’t make the trip to Pegasus. Originally, the casting call went out for a completely different character, an earnest young doctor who would lend the team much-needed medical support on their off-world ventures. Unfortunately, no one could agree on who that actor should be. If the casting of Sheppard went down to the wire, then the casting of this final role went a step past it. Finally, days away from production, Robert Cooper had an idea: Forget the doctor character. Why not use an established character from SG-1? How about Rodney McKay? The writers were on board, but some executives weren't weren’t sold on the idea. They found him annoying! Hell yeah, but he’d be sooo much fun to write for! Rob got on the phone and went to bat for Rodney, pointing out that the character had come a long way since first being introduced way back in SG-1’s 48 Hours. He’d evolved, going from annoying jerk to endearingly irritating. To this day, I’m convinced that they weren’t totally convinced but, with production poised to commence, they relented, I suppose figuring they could just replace the character somewhere down the line. No one, even those who loved the idea of having the endearingly irritating Rodney McKay on board could have predicted how hugely popular the character would become.

Joseph Mallozzi 🏴‍☠️

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