Rocks! Row 1, 2 & 5 Row 3 & 4 Row 6 & 7
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KIROKAZE
occasionally subtle
almost home
let's talk about Bridgerton tea, my ask is open

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祝日 / Permanent Vacation
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DEAR READER
we're not kids anymore.
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@azureanimation
Rocks! Row 1, 2 & 5 Row 3 & 4 Row 6 & 7
Colors from Adobe Color CC (Kuler)
Respect artist rules
Request via ask box
10/26 Updated with more colors
Why not!? :OO
So many pretty colors to use!
it’s been a while since i’ve posted my brush settings haha
literally of the stuff i do is done with my mech brush, which is just a round brush with a texture on it.
I use the same brush in SAI and MS5, although SAI’s is slightly different because there’s no pressure profile in SAI just hard/soft
the other two are just extra brushes
Him Big is just the brush i use to either: add a flat tone to something when im too lazy to do any hatching w/ the mech or colour,
or: add a rough edge to my bg colour blocks by erasing the edges
I don’t have a SAI equivilent bc i dont use it much. Its settings are identical to Mech it’s just bigger and a different shape
Do the write thing is just a cleaner brush for writing, it also has the stabiliser enabled bc my handwriting is awful lmao
texture and how to import textures to MS5 is under the cut, it’s just the default SAI paper texture
Keep reading
Working from home is the best. I love all of my coworkers, and instead of taking lunch and other breaks, I get visited at random times by all my favorite people throughout the day.
Sometimes it makes for long work days, but I love the flexibility I have to wrestle on the floor or play dress up for a few minutes in between work assignments.
Thanks to my wife and kids for making every day the best day… even when there’s no popcorn.
So you want to be a game designer (part 3 of many)
One of the most common mistakes I see novice designers make is that they don’t focus enough on making the game mechanics and the game narrative mesh well together. It was something that was mostly forgivable twenty or thirty years ago mostly due to technical limitations, but it severely hinders the flow and immersion of the game when it is done. This is the sort of thing that outside observers will typically remark on - pointing out how “video gamey” something is because it doesn’t model certain expectations in some way.
Here’s one example. At one point during development of the more recent Tomb Raider games, the designers needed to figure out how Lara would regain health that she had lost to combat or falling or traps or whatever. They debated whether she should find glowing health pickups (which would detract from the pseudo-realistic presentation and aesthetic), or finding medical kits (which would cause the players to question why there were medical kits buried in ancient tombs). At one point, they had actually decided that Lara would perform a gymnastics floor routine in place to heal from her injuries. Thankfully, that was also left on the cutting room floor. Eventually, they decided on the old standby of regenerating health instead. It still had the problem of hurting believability - why would Lara recover from bullet wounds simply by standing around? Nonetheless, it shipped that way because it was judged to be the solution that introduced the least problems compared to the problem it solved.
The important thing is to reinforce what the game’s narrative is about through the rules. It doesn’t have to be about the big story, but the rules and mechanics of the game should reinforce what is happening. The human brain sees these sorts of reinforcements and makes that ‘a ha!’ connection, even if it is subconscious. As a designer, you always want to leverage the existing knowledge in your player’s brain to your advantage, because it helps create believability and immersion by filling in the little mental gaps with their own knowledge of the topic.
The best place to look at this are games where there isn’t much more than the rules. No fancy graphics, no mini games, using only the rules and mechanics to show what the story is. This is harkens back to what I wrote about in [part 2 of “So You Want to be a Game Designer”] - play a lot of games. And I don’t just mean video games either, but board games and card games alike. Tabletop games especially are all about using mechanics to convey the narrative. Like this card, for example - it makes perfect sense. The demon grants three great benefits, but your doom draws closer with each benefit you take. This card tells its own story through its mechanics, and it feels exactly like an ordeal you would expect a wizard who has made a demonic bargain to go through.
As another example, let’s look at the game Robo Rally. It’s a fairly simple game - you have a map and pieces. Each player controls a robot and they are trying to reach a certain location. So how does it work? Each player puts down a series of instructions for his or her robot to follow - sequentially. But other things can happen during the game. The robots can run into each other, or get knocked out of position. They can fall into hazards, or other things can happen. But their players can’t instantly course-correct, because the robots are simple creatures that only run their commands sequentially. So if something happens to the robot that would put it out of position, it will continue executing its orders to the best of its ability, even if that means trying to run into a wall, or going the wrong way.
This makes a ton of intuitive sense to anyone who’s tried to tell a robot what to do. If you replaced the robots with mice, soldiers, unicorns, or some other creature, it wouldn’t make as much intuitive sense to the player. Why would a vampire run into a wall? Constructing a narrative of robots going haywire and bumping into each other works hand-in-hand with the mechanics of the game. It makes it much more intuitive because it relies on the understanding the player brings regarding robots.
This concept also works against you when mechanics and rules fight against the intuition, which breaks immersion quite easily. If you’ve played Final Fantasy XII, you may have felt it yourself. Over the course of the game, the characters level up and earn experience points which can be spent acquiring “licenses” to use items and equipment. But that breaks all sorts of intuitive sense when your character can’t even wear something like a leather hat, or a cotton shirt without spending license points to obtain the license for it.
Blending the game’s narrative and mechanics is one of the things that separates the armchair designer from a real designer. It’s incredibly easy to be just read about it and be critical about them, but much more difficult coming up with narratively-consistent elegant solutions of your own. How would you go about creating a game mechanic that properly expresses a specific and abstract concept, like speed or heat? How do you make a dragon seem large and dangerous if your game doesn’t have a concept of combat?
As a homework assignment, you should think about trying to come up with game mechanics that can be used in a limited environment (think board or card game) to express narrative concepts like:
Hunger
Fast
Large
Rich
Cold
Tough
Once you come up with something, try playing it. See if you can make it work. Which mechanics worked? Which didn’t? Can they be improved? These are all extremely valuable skills for any game designer to have, no matter what sort of game you’re working on.
Crunchy Reblog
In which we examine mechanics to reinforce narrative, rather than keeping them separate.
oh my gdO CAN YOU DRAW GODZILLA MOMMA CARRYING LIKE A HUNDRED LIZARD BABIES ON HER BACK FOR TAKE YOUR CHILD (lizard) TO WORK DAY
oh SHOOT well i cant swing 100 but how bout
Hey tumblr!! I wanted to make a compilation & thank you post to celebrate passing 10,000 followers! I can’t even believe the support from the community on here. It’s been a crazy 1.5 years of having this blog, with 10k followers, 10 tumblr radar features (wow!) and making it on the 2014 year-in-review. You’re all amazing, thanks for everything! These are some of my favorite things that I’ve worked on in the last year. Here’s to more GIFs!
Follow me on Twitter for more frequent updates about what i’m working on. I’m also available for freelance work if you’d like to work on a project together!
Thanks again! xoxo -Michael <3
The Mertailor’s Angelfish: Ashley Nadine
Studio Colorido tour during production of Typhoon Noruda directed by Yojiro Arai.
Who’s in the mood for lobster tonight? Making me hungry! Someone pass the butter! The lobster mermaid tail created by Mertailor and Robert Short! www.themertailor.com #mertailor #mermaidtail #mermaid
now this is home, this is wealth, awakening to the sound of the sea
Sneak peek
HOW TO MAKE YOUR ART LOOK NICE: Reference and Style
To all those artists out there dealing with artblocks, here are some tips for getting that mean art block out of the way using the power of references and how it can help in developing your style!
Color Harmony
Contrast
How to Draw Hand
REBLOGGING FOR ARTISTS WHO ARE STUGGLING WITH DRAWING THE HANDS IN THEIR ART AND LEAVE THEIR HUMANS HANDLESS BECAUSE THEY GAVE UP
THANK YOU
BLESS YOUR SOUL
It’s Christmas time and Christmas time means gifts! Do you like art? Me to! I’d like to draw you something like this;
A character of your choice with about 13 different expressions. Fun stuff, right? HOW TO ENTER Like and...
Never turn down a talented artist who wants to do arts!
Off To Adventure! The lady and I are getting married in April, and trying our best to make it to Scotland! I have distant family in the old country and I have always dreamt of sitting on the top of a hillside drawing castles! I need to get study up on my old celtic lore for this game production and get the script going! So I guess this is my first actual fundraiser for the game of life! We are doing our best to save up all the funds we can. Bills suck. Especially college ones, but we are trying! Any help would be amazing and loved. Even if you can't contribute, please keep us in your best wishes and thanks! Merry Christmas!
Hi there! I want to view Az's rig on YouTube but it says that the video is not available :(
Very strange. here is the direct link. If you still have trouble, i'll upload it to another space!
https://www.youtube.com/watch?v=RrwGheLXkwg