everything has an end. the world moves on. nothing lasts forever.
that is to say, Autumn Kills Summer.
seen from Chile
seen from China
seen from Australia
seen from Türkiye
seen from China

seen from Australia
seen from Germany
seen from Australia

seen from United Kingdom
seen from Canada

seen from India
seen from Chile
seen from United States

seen from Australia
seen from India
seen from United Kingdom
seen from United States
seen from United States

seen from United States
seen from Afghanistan
everything has an end. the world moves on. nothing lasts forever.
that is to say, Autumn Kills Summer.
“Harambe” – digital giclée canvas, 60″w x 40″h (152.4 x 101.6cm), 2017. Part of the “Afrika” series. One original edition available for public sale; and one available for gallery/museum request. See full image at Saatchi Art. A name derived a Rita Marley song “Harambe (Working Together for Freedom).” Harambee is a Swahili term for communal labor. That name was given to a gorilla that became...
for a community music contest, the prompt is to make a song for a city, any kind of city
each person submitted some words to be a "modifier," and now there's a big pool of words for people to pick from
i picked "dark, intense, break"
and i also came up with some flavor text
"the meaning of the song is left intentionally vague, even to myself.
the time of day is unknown. the sky is engulfed by monstrous clouds.
the city stands half-shattered under a broken sky; waiting silently in the shadow of death itself."
folded within a dream. dust hangs in the air. emotions caught unresolved. something cool like that
i put at least a bit of thought into the literal composition of this one. i didn't want it to feel too grounded, so i tried to have things play partial, unfinished phrases. other than that i just kinda Did Stuff
in this new game concept, the game is split into three areas, each with a unique gameplay loop
Curiosity (Concept Sophon) Strategy (Sequence Sophon) Skill (Execution Sophon) i haven't started working on execution sophon yet, sorry,,,
Curiosity is gonna be inspired by walking simulator games, platforming or exploration games with minimal/no combat (outer wilds, oneshot, yume nikki)
Strategy is inspired by rougelikes and strategy FPS games with resource management (teleglitch, half-life) Skill is inspired by crazy-ass movement based combat games (ultrakill, hyper light drifter) mechanics from one area are taught in other areas. knowledge is a key part of progression. ex. you solve puzzles with portals in Curiosity, and by the end of it you know a bit about how you could apply it in combat in Strategy
"Kente" - digital giclée canvas, 40"w x 53.3"h (101.6 x 135.4cm), 2017. Part of the "Afrika" series. One original edition available for public sale; and one available for gallery/museum request. See full image at Saatchi Art. Named after the colorfully woven fabric originated in West Africa, "Kente" pays hommage to the ability of clothing to have an impact on identity. The colors red...