My previous Worst Moms artwork made me go down a rabbit hole. AND WHY DID CINDER TURN OUT MOE IN THIS LAST PANEL. ZOOMED IN FOR GLORY.
d e v o n

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almost home

Product Placement
ojovivo
taylor price
KIROKAZE
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dirt enthusiast

roma★
"I'm Dorothy Gale from Kansas"

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sheepfilms
Monterey Bay Aquarium
hello vonnie

JVL
Peter Solarz
Aqua Utopia|海の底で記憶を紡ぐ
Three Goblin Art
trying on a metaphor

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@gaelet
My previous Worst Moms artwork made me go down a rabbit hole. AND WHY DID CINDER TURN OUT MOE IN THIS LAST PANEL. ZOOMED IN FOR GLORY.
Progress on Anemone, for my Iwatex x Utena coasters ^_^)v
(Note that for the finals I will more properly layer everyone's hair, by cutting portions out of Sol's sprite, but for now her layer is the same for everyone, and in this case it hides a lot of Nem's hair.)
V does her sister's makeup
insta || bluesky || patreon || shop
[art backlog: december 15, 2023]
this one still makes me giggle. it only took her 14 years, a wedding, and a whole baby otw to figure it out
ft. marcy’s service dog, a yellow lab named breezy (who is an old old man atp, she got him when she was ~17), and sasha’s sphynx cats percy and braddock. marcy also has a green cheek conure named tango, but she’s not pictured here. i’ll post more backlog stuff of breezy and tango soonish 👀
Then, Now and Beyond
Happy New Year 2024!
OH GOD It's been 10 days of 2024 and I don't believe it, time flies, happy new year! I'm still drawing pricefield <3 hope it's a smooth year for everyone.
Solarpunk Art 2023 (BIOREGIONS)
Temperate Grassland in Ukraine by @the.lemonaut.
Desert/Xeric Shrublands in South Africa by @draakart
Mediterranean Forests/Scrubs in Southern California, USA by @helentadesseart
Boreal Forest by @_frandszk.
Mediterranean Forest/Scrubs in Tijuana, Mexico by Limonarte
Subtropical Evergreen Forests in South China & Vietnam by @solariscrescentart
Tropical & Subtropical Moist Broadleaf Forests in the Philippines by @lacan.lacapat
Temperate Broadleaf & Mixed Forests in the Ozark Highlands of the USA by Xiantifa
Temperate Broadleaf & Mixed Forests by Arikadough
Temperate Broadleaf & Mixed Forests in Indiana, USA by Toby Raab
Subtropical Evergreen Forests in South East Asia by @erisdar_art
Various Bioregions by Dustin Jacobus (@solarpunkart)
Higurashi no Naku Koro ni GouSotsu Another End English Translation
Hello, I've been translating this over the past few months, since to my knowledge no one else did.
This is an alternate end / sequel to gousotsu written by Ryukisih07, and illustrated by Natsumi Kei. It was released for free in Japanese on 7thexpansion official site.
I'll be the first to admit it's not perfect as it's my first translation project, and neither English nor Japanese are my first language. If you spot any errors feel free to let me know.
In this essay I will discuss submissive bishounen Skitarii and why this is canon
Okay, imagine you are a tech priest of the Adeptus Mechanicus. You have an entire army of fit, beautiful cyborg twinks that love being mind-controlled by you and think it’s the ultimate form of pleasure to serve. You have one tentacle for each cyborg boytoy and can keep ordering new stock from the forge world
Oh there’s one you’re not into? Don’t worry you can modify his appearance and uniform according to your preferences!
Oh you want something spicier? You can send them at the enemy and watch a livestream of huge armoured monsters taking them apart straight from their own eye cameras!
Even in canon, Skitarii uniforms are designed to be extremely sexualised. Slender androgynous silhouette compared to the other bulky armies, gas mask and tight fitting leather, flowing trench coat, heeled boots. Plenty of trailing cable for the enemy to grab and tie them up with…
For further research, please refer to the novel ‘Skitarius’ by Rob Sanders. In the narrative, the main character (Haldron-44 Stroika) is a loyal, brave officer who is repeatedly captured and bullied by enemies. You will see my rendition of him above as the silver-haired, one eyed twink. A tech priest takes control of his body and humiliates him in front of an entire army as power play. A Dark Mechanicum priest ties him to a surgical table and teases him. And the Iron Warriors… sweet Omnissiah if I say what happens I will be suspended. But I have written a 12k word fanfic about his life as a Chaos toy, which has often been described as the sickest fanfic ever made for Warhammer (search ‘To Break a Soldier of the Machine God’ on AO3)
This is but a small example of such possibilities. I have no doubt that a Necron Overlord would collect harems of cute Skitarii to serve him. They are also prized pets among the Chaos Legions and Dark Eldar and their cute electronic screams can be heard across the entire galaxy.
All evidence point to the fact that Skitarii are bottoms wishing to be defeated and taught their place while they worship you.
Thank you for coming to my speech.
Systems for Emotions – Exploring Relation Games
The games we’re making are relation games: games centered around existential questions and ways to relate to others. We also have a large focus on LGBTQ+ issues and characters. In 2019, we released a game called Knife Sisters, and this blog post, as well as a few upcoming ones, will be centered around what we learned from that process, specifically in regards to the characters and relationships portrayed through the game.
Systems made to evoke emotions
In relation games there are more things in play than “just” game mechanics. Players play relation games because they wish to relate and connect to game characters: it could for example be to learn about themselves and others, or to fulfill the need for love and/or sex. To fulfill that need through a game, the characters and the potential relationships need to correspond with the player’s tastes, preferences, and/or desires. Otherwise they won’t feel attracted to the game and its content.
The characters they will relate to will also be complemented by story and gameplay – and wherever there is gameplay, there is a system. Even the most story heavy games are based on systems. Those systems can be fairly simple or very complex, but they are always there. When you create a game, its content will exist within the boundaries and functionality of that game. What kind of choices can the player make? How many choices are there, and how will they affect the story? How is the story framed to fit the scope of the game? The answers to those questions are what makes up this specific game’s system.
Working with stories as systems
We are not always used to working with a story in relation to a fixed frame – usually stories are more flowing, and even if there is a structure (for instance, the three act structure), a writer can be rather free when it comes to assigning the story to the structure. In a game, this is not always the case. The system and structure of a game can be much more rigid, and thus affect the content and story a lot. The story and characters that are chosen to play a part in the game are there because they have a function in the system. The player is then using the system to cater to their own emotional desires/needs.
When you design a story based game, you probably have a story in mind, that you wish to tell through the game and the player’s actions. To make a game based on a story, one way is to break the story into pieces that can be handled by and understood by the player. The story pieces can be more or less scattered, but are nonetheless explored through gameplay. For the player to feel excited about it, the outcome has to be somewhat open (or at least, feel open).
There are probably an infinite number of ways to work with story in a game. We’ve explored it our own way – and in my next post I will talk about how we did it in Knife Sisters. Knife Sisters is constructed with the intention to tell a story about dependence and empathy. That affected what roles the characters in the game had, but the construction we made also had an effect on the story and player experience. The construction of a game is in part a conscious process – you make decisions based on what you aim to achieve – but since it’s also very complex, some of the effects of the decisions you make will emerge first when the game is played by others – and that is one of the things that makes game design so interesting.
What are your thoughts on game design and telling stories through games? Let us know what you think!
Something I saw on Twitter.
Dumb_Jinn.jpg
He has the best plan.
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After more than a year of development, it’s finally done!
I want to thank my Patrons for giving your support this long to help me make this short animation!
I SCREAM YOU SCREAM WE ALL SCREAM FOR ICE CREAM