Triptych 9 colors, pixelart

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Not today Justin
styofa doing anything
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Alisa U Zemlji Chuda
I'd rather be in outer space 🛸
Sade Olutola
wallacepolsom
2025 on Tumblr: Trends That Defined the Year
let's talk about Bridgerton tea, my ask is open

tannertan36
Aqua Utopia|海の底で記憶を紡ぐ

Janaina Medeiros
DEAR READER

titsay
"I'm Dorothy Gale from Kansas"
PUT YOUR BEARD IN MY MOUTH
Sweet Seals For You, Always
Mike Driver
Monterey Bay Aquarium

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@goldstarknight
Triptych 9 colors, pixelart
"Visions of a unified design in my mind
And to see it, is to sort it, is to split it all apart." (2026)
support me on kofi | commission me on vgen | buy a print
Master Transmuter (2026)
Finally found the time to do another animated MtG card. This one was suggested to me over a year ago on Bluesky. It was quite the challenge, because the layer effects gave me trouble in the 3D version, but I like how it turned out. :)
support me on kofi | commission me on vgen | buy a print
Oh, wow.
Thank you so much everyone! Glad you all liked it! :,D
remade my pokemon liminal dungeon piece because i am excited for the backrooms movie yay!
When I first got that event in PMD it scared me so bad as a kid. D:
Probopass, based on the TCG art originally by Kinu Nishimura.
"It freely controls three small units called Mini-Noses using magnetic force."
For @poketcg-art 's Sinnoh redraw challenge, I picked this cool card art that inspired me to dive a bit deeper into writing custom shaders and program lightning VFX to roughly follow a desired path. Probopass, having much simpler geometry for 3D modelling than the previous Pokémon I did, also lent itself perfectly for some idle animation :)
Original card and progress under the cut:
Ghost Miku 👻
"You don't have to like an Hour to learn from it..." Finished rendering of cats_hurricane's doodle, submitted as part of our Doodle Jam. Congratulations! This will be shipped out with all physical rewards that are sent out as part of TMOB's Kickstarter. Credit, as ever: @goldstarknight
my pixel art over the years (damn)
2017
Tofu is one of the best pixel artists out there. She has been a huge inspiration for me ever since I started getting serious about pixel art. I especially adore the ominous, dark mood that some of the pieces shown here are radiating.
Master Transmuter (2026)
Finally found the time to do another animated MtG card. This one was suggested to me over a year ago on Bluesky. It was quite the challenge, because the layer effects gave me trouble in the 3D version, but I like how it turned out. :)
support me on kofi | commission me on vgen | buy a print
Paige dressing up with house staff at #RoseberryBrushes for a belated maid day
no leaves, but plenty of eyes.
inspired by me spacing out on a long drive & staring at trees. this happened earlier this year, and birches ended up growing leaves before i finished the doll.
all branches & roots are made of metal wire + hot glue, which makes them poseable and also keeps them from snapping.
I have a VGen account, by the way!
Feel free to reach out, if you're interested! Doesn't matter, if the exact thing you're looking for is listed here or not. I can adapt to a wide variety of styles. :)
vgen.co/Goldstarknight
The Matter of Being's Demo is out now! Now you, too, can inhabit a raw prophet and choose between devouring a man's bones and showing him enlightenment! This demo is in a very early state - it's a playable alpha, really - but I wanted to prove that we have the capability to deliver a game before launching our Kickstarter. "This is off to a great start, but needs a year in the oven" is a very different sentiment from "who are these people and why do they want my money?" Please give it a try! And, because we have no marketing budget, the #1 thing you can do to support the project right now is to leave a review! We're trying to hit 50 reviews before June 15 for Steam Next Fest! https://store.steampowered.com/app/4664400/The_Matter_of_Being_Demo/
Set in the world of Cultist Simulator, haunt mortals and escape divine punishment in this unique relationship and resource management game.
The demo for The Matter of Being, our visual novel strategy game in the world of Cultist Simulator is OUT! Please give it a try and leave us a review! :)
Fair warning: it is an early version of the game and there are some known bugs, but we're working on them!
Puppets for Static Dusk
I've had a couple of people ask for a digestible version of the whole "the real problem with Dungeons & Dragons is false advertising, not anything that's present in its text" thing I keep alluding to, so here's the bullet point version of that argument:
Dungeons & Dragons is owned by Hasbro. Yes, the same Hasbro that owns Monopoly and My Little Pony.
Hasbro wants D&D to be the only tabletop RPG that anyone plays.
In order to accomplish this, Hasbro needs D&D to be a universal entry-level game.
D&D is not a universal entry-level game.
All game rules are opinionated about how the game ought to be played, and as tabletop RPGs go, D&D's rules are more opinionated than most. This is not a flaw, but it's not what Hasbro needs.
D&D is also on the high end of complexity as far as tabletop RPGs go, and it's complex in a way that strongly rewards system mastery, so it's pretty far from "entry level".
Hasbro could produce a version of D&D that's at the very least less opinionated and more entry-level than it presently is, but they don't want to, because they've determined that certain rules features which run counter to both of those goals are critical to D&D's brand identity.
They also don't want to produce multiple versions of D&D tailored for different audiences, because they want every single D&D group to be a potential purchaser of every single D&D product; they'd be effectively competing with themselves for their own customer base if the published game was actually modular in any meaningful way.
So how does Hasbro square that circle?
Simple: they lie. They insist that D&D is in fact a universal entry-level game in spite of all evidence to the contrary, and back their advertising up with sponsored thinkpieces and podcasts and such to "prove" it.
Further, they've spent decades fostering a culture of play which conceals the gap between the game they're advertising and the game they're selling by ascribing any appearance that D&D isn't a universal entry-level game to the incompetence or malice of individual GMs.
The game the rules want to produce disagrees with the game the group wants to play? Nonsense – even the rankest beginner should be able to produce any experience of play using any set of rules, and if your GM can't, they're a Bad GM.
The game is hard to learn? No, it isn't – your GM is merely gatekeeping you. This wouldn't be a problem with a Good GM.
The upshot is that the published rules are more or less irrelevant with respect to achieving the desired experience of play, because they're operating within a culture of play which dumps 100% of the work of making that desired experience of play happen on the GM.
Indeed, much of what modern D&D presents as GMing best practices are really methods of working around the fact that the rules you're using disagree with you about what kind of game you're playing.
(It's not a coincidence that D&D's entrenched culture of play also insists that it's normal for GMs to be miserably overworked and treats GM burnout as a big funny joke, then turns around and loudly wonders why there's a constant GM shortage.)
The trick is, because you're still at least notionally using the rules of D&D, the fruits of all that GM labour are perceived as the product of "playing D&D", not of the GM's hard work.
In essence, Hasbro's business model for Dungeons & Dragons is selling you your own GM's labour with a D&D sticker on it.
It's a very neat trick, if you can pull it off.
Now, at this point some readers may be asking: well, sure, but not all GMs are doormats. What about "killer" GMs who do gatekeep and railroad their players and otherwise act like complete tyrants? I hear horror stories about them all the time.
That's the second trick: these are not opposites. The GM as human Xbox and the GM as tyrant of the table both represent the GM doing all the actual work of making the game happen. The latter isn't the outcome that Hasbro wants, but it's a logical conclusion of the position they want the GM to be in.
I've seen a few folks in the notes respond "okay, but if that's true, why is D&D so much more flexible than most indie RPGs?", and the answer is that it's not. That's part of the sleight of hand I've talked about where the GM's labour is framed as part of the product. To break it down:
As noted above, all game rules are opinionated about what kind of game they wanted to produce. This isn't just a matter of setting (though setting-neutral games are often misleadingly called "universal" games), but also a matter of the basic structure of the narrative which emerges when you follow the rules.
The rules of Dungeons & Dragons are not less opinionated than those of your average indie RPG, and in fact are more opinionated than most. (Again, having strongly opinionated rules is not something that's wrong with D&D; it's merely something that's inconvenient for Hasbro's marketing goals in a way they're unwilling to address.)
In brief, D&D really, really wants your game to be a sword and sorcery dungeon crawl. If the GM is using the framework of play furnished by the rules at all, or if the players are responding to the rules' player-facing incentives even a little bit, it's going to squish your game into something dungeon-crawl-shaped.
(This should not be surprising; it's literally in the name!)
The rules of D&D being opinionated in this way tends to fly under the radar for a couple of reasons, one less problematic and one more so.
The relatively benign reason is that many popular RPG premises are not done any great violence by being squished into the shape of a sword and sorcery dungeon crawl.
A cyberpunk smash and grab caper? Basically a dungeon crawl already.
A special forces op in a modern military game? That doesn't need to be shaped like a sword and sorcery dungeon crawl, but it can be shaped like one and remain intelligible as what it's supposed to be.
Gritty logistics-driven survival horror? Not inherently dungeon crawl shaped, but the two genres are compatible – a game can be both at the same time, as video games like Fear & Hunger and Look Outside demonstrate. (Indeed, Look Outside's apartment building follows the structure of an old school D&D megadungeon nearly beat for beat!)
Thanks to D&D's pervasive cultural influence informing what people expect a tabletop RPG to be, as long as this kind of compatibility is present, many folks won't even notice their intended premise is being squished into the shape of a sword and sorcery dungeon crawl.
If your chosen premise isn't compatible in this way, or if the group notices what's happening and decides to push back against it, though? That's where the sleight of hand I alluded to above starts to come into play.
Remember: a Good GM™, even a total novice, ought to be able to use any set of rules to produce any desired experience of play, right?
So get to work!
i.e., just as much of the game's putative approachability is the product of Hasbro selling the players their GM's labour in a D&D-shaped box, much of D&D's putative flexibility is the product of the GM being sold their own labour in a D&D-shaped box.
To be clear, this is not militating against homebrew content or rules. Homebrew is perfectly cromulent, and certainly, some games are more or less structurally amenable to it (though modern D&D tends to fall on the "less" side).
The problem is that what we've got on our hands is a culture of play that wants to have its cake and eat it too: when doing extensive homebrew is treated as part of the GM's basic, entry-level responsibilities, it's easy to fall into the trap of thinking of the product of that labour as merely being a feature of the game.
Which is, of course, exactly what Hasbro's marketing ghouls want.