Unordered list
Skyrim's Modular Approach to Level Design
Behind the Scenes of the Paragon Studios Shutdown
The Real Story of How Amazon Built the Echo
The day we discovered our parents were Russian spies
Why suburbia sucks

pixel skylines
2025 on Tumblr: Trends That Defined the Year
official daine visual archive
Three Goblin Art
TVSTRANGERTHINGS
Not today Justin

oozey mess

Discoholic 🪩
Stranger Things
🩵 avery cochrane 🩵

Product Placement
occasionally subtle

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Sade Olutola
"I'm Dorothy Gale from Kansas"
untitled
No title available

izzy's playlists!
Lint Roller? I Barely Know Her
tumblr dot com

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@planet34
Unordered list
Skyrim's Modular Approach to Level Design
Behind the Scenes of the Paragon Studios Shutdown
The Real Story of How Amazon Built the Echo
The day we discovered our parents were Russian spies
Why suburbia sucks
Denis Villeneuve - Crafting Morality Through Mystery
SHØWREEL 2017
Jupiter: Juno Perijove 06
“The period between 1988 and 1998 or so — the heyday of MS-DOS gaming, before Windows 95/98 and its DirectX gaming layer changed the environment yet again — was one of enormous ferment in computer graphics and sound, when games could commercially thrive on surface sizzle alone.”
» Sierra gets creative
The story of a designer conquering mathematics.
» https://blog.framer.com/a-story-of-a-designer-conquering-mathematics-d0fd4585f0ba#.q6arexnbi
“When I first visited Paris, it took me a while to get oriented and put together a route using the official map of the Paris metro. That’s all it took to spark the flame inside me to redraw it according to an entirely different set of principles. The goal was extremely ambitious, but why not try?”
» https://www.smashingmagazine.com/2017/01/redesigning-the-paris-metro-map/
http://riot.com/2k1Hx8G #RiotTechBlog
“In this article, I’ll provide a run-down on how the engine currently works - hopefully this will be the foundation on top of which I can later discuss the changes we make. It’s also a great excuse for me to step through the rendering pipeline myself so that we, as a team, totally grok what’s happening in there. “
» How I Wrote Arrival (and What I Learned Doing It)
“I’m a huge fan of Zelda, The Wind Waker’s graphics. Bright, caricatured and well balanced; they were a masterful combination of artistry and technical ingenuity.
By accepting the limitations of the hardware, and pushing for a stylised aesthetic, the artists and developers created one of the most-loved video game styles ever made. Even today they don’t look outdated, which is something you can say about very few games. So how on earth did they achieve this? How did they merge the use of tiny textures with insanely low-poly geometries to create such heartwarming visuals?
In an attempt to learn from these masters, through analysing the game’s texture reads and a wireframe rendering, I’ll try to re-create some of the game’s visual effects using Threejs.”
» Wind Waker Graphics Analysis
Wait. You need to go back. What was this winning instillation?
The first round was that I had to submit a written concept to Sony. The second stage awarded me the allowance to make the instillation. It was around $1,000 or so. After that, I’d go off and create this thing. It got displayed at Minato-Mirai 21 in Yokohama. It’s a gigantic complex. There was a huge tent there that would display these installations and people would come and vote on their favourite. The finalist was awarded the prize at Sony’s headquarters in Ginza. In terms of the project itself: imagine a worn down small cage for a pet rabbit or parrot. It was intentionally aged and worn. At the bottom, there was a layer of soil. Beneath the soil was a series of small motors. They were hidden. The surface structure of the dirt maybe looked like a mole hill. It was patchy and churned up. The sides and the ceiling of the cage had scratch marks, like an animal had tried to escape. The motors hidden in the dirt were controlled by a radio controller. The idea was that there was a cat that lived under the earth in the cage. There was a sign to that effect. So people would walk up to the cage and peer in to look for this animal. I’d secretly control the motors, and it would spit out dirt onto people’s faces or noses. I wanted to make something that would have more of a lasting impact than a painting. I wanted people to go home and find soil on their shirt or in their hair. That would be memorable art, I thought.
» Fumito Ueda: Colossus in the Shadow
(via https://www.youtube.com/watch?v=PS6SBnccxMA)
(via https://www.youtube.com/watch?v=eac0lXfMs9c)
Vonnegut provides us with three examples of emotional arcs: the "Man in Hole" arc, the "Boy Meets Girl" arc, and the "Cinderella" arc. In addition to these arcs, he was also said to define the "From Bad To Worse," "Which Way is Up," "Creation Story," "Old Testament," and "New Testament" arcs.[...]
Fast forward to 2016: a group of students in the Computational Story Lab at the University of Vermont in Burlington has finally proven, without a doubt, that Vonnegut and his thesis were correct. Andrew J. Reagan, along with colleagues Lewis Mitchell, Dilan Kiley, Christopher M Danforth, and Peter Sheridan Dodds are the minds behind the new scientific article The emotional arcs of stories are dominated by six basic shapes.
» nofilmschool.com » epjdatascience.springeropen.com
(via https://www.youtube.com/watch?v=xf0WjeE6eyM)
(via https://www.youtube.com/watch?v=nEnNtiumgII)
1000W LED on a DRONE - RCTESTFLIGHT